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

LJ40

Cipher
Joined
Jul 16, 2014
Messages
657
Location
Wizardry/Ultima/Goldbox
Pretty sure we're just living in a C-tier world at this point. As an example, have an English teacher take a look at that post.
 

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,065
I remember being able to deactivate spell effects by clicking on the effect's icon on the affected character. Does that not work in this case?
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,056
There should be a way to cancel focused spells. It was just counterintuitive compared to otherwise functional UI. Like Shrimp said, clicking on the icon of it and then on a little cross or something like that.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,611
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
:yeah: Busy day.

https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/3335313

Primal Calling DLC coming November 4th! Barbarians & Druids rejoice!

Alright people,

It is finally time to reveal the date of our upcoming DLC. Barbarian, Druid & Half-Orc enthusiasts around the world rejoice - in two weeks, you'll be able to roam free in Solasta with a squad full of them and lay down some savagery upon them Soraks!

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That being said, not even news that exciting will deprive you of your scheduled dose of fluff

Solasta turns 1 year old Today!
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Exactly one year ago, Solasta went live on Steam Early Access. The campaign would take you up to the end of Dark Castle, we still had our homebrew lighting system and thousands of adventurers died on a daily basis against the tutorial Greyback Wolf.

There are plenty of fun tidbits we can share from that time, here are a few for old times' sake:
  • Soraks would shove you without question into instant game-over pits in the caves of Caer Lem - as there were no "floor" back then in the fragmented ruins room. Much salt was spilled over monsters using "cheap" tactics by doing that.
  • The tutorial Greyback Wolf had by far the highest killcount of any monster, due to the fact that we did not highlight the disengage option back then. And since many new players don't read tutorial pop-ups, they would try to fight back and get mauled to death.
  • The Crown Room fight was hard. Very hard. Even experienced 5e players would often struggle if RNG were not in their favor - and remember we had no difficulty options back then.
  • Flying Snakes in Caer Lem would deal 3d4+1 poison, so they could easily one shot your spellcasters. Newer players could easily get slaughtered there.
If you're interested, let us know in the comments and we'll share more anecdotes in the future as we go through the various major Early Access updates and what they brought to the game.
Primal Calling DLC available on November 4th
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For those of you who've not been around Solasta for the last few weeks, here is what you can expect from the Primal Calling DLC:
  • The Barbarian Class, with its 3 subclasses: Path of the Berzerker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
  • The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
  • The Half-Orc Ancestry
  • The Wanderer Background, with its brand new background quest located in Copparan
What's this "Community" Tag you may ask? Well, both Druid & Barbarian were part of the Wishing Well Event where everyone could submit their own archetype that they'd like to see implemented in-game. We then sorted through all those wonderful ideas and created Community subclasses from them!

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Free Content Update Incoming!
Adventuring hasn't been kind to you lately and you don't got no gold to buy them goods? Worry not, we've got you covered. With the Primal Calling DLC also comes a fat content update - and everyone gets it for free! Aside from the usual bug fixes, here are some of the large changes or additions you can look forward to:
  • You can finally skip the tutorial. Dry your tears of joy, serial rerollers, it's time to jump straight into the adventure.
  • Max level 10? How about max level 12, how does that sound? With them level 6 spells and all.
  • Our characters' faces may not be the prettiest around, but you'll now be able to add scars and face paints. Some more customization can't hurt!
  • Was the final encounter of the campaign a little too easy? We made it harder for you.
  • The Campaign Creator is here. What is the Campaign Creator? A new feature that allows you to bundle custom dungeons together, create custom monsters, items, NPCs and merchants. It's still in development though, so not every parameter can be tweaked yet.
  • The Dungeon Maker now has a Town Interior & Exterior environment! Custom campaigns can now have main hubs where your party can safely rest, trade, and chat with NPCs in-between dungeons!
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Skip Intro can be found right under the Difficulty Setting

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Facial paint and scars are now on the menu

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Campaign Creator - Make your campaign, customize your world!

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Town Exterior Environment - Make your own little town, with merchants and gardens!

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Town Interior Environment - Time to relax in a cozy little tavern

Alright folks, this is the end for today! See you on November 4th for the Update, keep warm until then! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym
 

Mud'

Scholar
Joined
Oct 9, 2018
Messages
233
Oh shit oh fuck, campaign creator? NPCs and Merchants? Focken towns?

Dude yes, give me that shit. If anything for me this is the turning point where the game can become good with the community content.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,001
Location
Frostfell
I hope that the game not only brings Barbarians and Druids but makes Barbarian tribes and druidic circles important for the new campaign.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,611
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
Primal Calling is here:




https://af.gog.com/game/solasta_crown_of_the_magister_primal_calling?as=1649904300

https://www.kickstarter.com/projects/tacticaladventures/solasta-crown-of-the-magister/posts/3350609

Primal Calling DLC & Free Content Update Patch Notes

Primal Calling DLC Content

The following content is only available if you purchased the Primal Calling DLC. Full detail of each class and feature can be found in the following article.
  • The Barbarian Class, with its 3 subclasses: Path of the Berserker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
  • The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
  • The Half-Orc Ancestry
  • The Wanderer Background, with its brand new background quest located in Copparan
Free Content Update - Major Improvements
The following content is available to everyone for free.
  • Level cap increased from level 10 to level 12, unlocking new class features as well as level 6 spells
  • Scars and Facial Paints customization options in character creation
  • Tired of playing through the tutorial? You can now skip it!
  • Rebalanced (harder!) fight at the end of the campaign - prepare for a challenge!
  • New Campaign Creator Feature, allowing custom dungeons to be bundled together into a campaign with custom monsters, custom NPCs & merchants and custom items!
  • New Town Exterior & Town Interior Environments for the Dungeon Maker
Features & Improvements
  • Skip Intro is now available in the Campaign Selection Screen, next to the difficulty setting. This will allow you to skip the tutorials and start in front of the tavern, with your quest log telling you to head to the Council
  • Added Caer Falcarn & Dun Cuin official custom campaigns to the Campaign Selection.
  • All hairstyles & beard types are now available on every ancestry, with the exception of Dwarven beards (which remain exclusive to dwarves).
  • Added scars and facial paints in the character creator.
  • Arcane Recovery (Wizard) now works like in the Tabletop ruleset. Wizards rejoice!
  • Difficulty settings are now saved in your save files - you can now have multiple runs with different difficulty settings at the same time!
  • Increased max level cap from level 10 to level 12.
  • Added the following level 6 spells to the game: Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Eyebite, Freezing Sphere, Harm, Heal, Heroes Feast, Sunbeam, True Seeing, Wall of Thorns.
  • Added the following Druid spells to the game: Produce Flame (Cantrip), Shillelagh (Cantrip), Venomous Spike (Homebrew Cantrip), Flame Blade (Level 2), Heat Metal (Level 2), Moon Beam (Level 2), Spike Growth (Level 2), Call Lightning (Level 3).
  • The final fight of the campaign has been made harder following player feedback and the increased level cap.
  • You can now check a character's voice in their character sheet and change it at will.
  • Rebalanced Conjure Minor Elementals, which was just way too powerful - instead of 1 Skarn Ghoul, 2 Fire Jesters or 4 Wind Snakes, you will now only be able to summon 1 Skarn Ghoul, 1 Wind Snake or 2 Fire Jesters
  • Resistance to certain damage types shown in the Bestiary now have text when hovered to detail if there are exceptions (such as Resistance to Slashing except for Magic attacks)
  • The extra D4 Roll granted by Bane, Bless & Guidance will now be displayed separately in the combat log (instead of being mixed with the other modifiers) as y'all thought those spells didn't work.
  • Survival Checks linked to uncovering monster knowledge at the end of combat are now explained in the combat log.
  • Updated portrait background colors during combat and added new visual feedback when a character switches side
  • Using Action Surge after casting a spell should now allow you to cast another spell. Note that due to how the power is coded, it will only work if you cast a spell, use action surge and cast a second spell. If you use action surge and then attempt to cast two spells, it won't work.
  • When ambushed while asleep, party members will now wake up on their own after the second round of combat (as the party is surprised on round 1 already)
  • The game will now allow you to choose which party member casts counterspell when multiple party members can do so.
  • Items that can't be sold at the merchant will now be greyed out when shopping. We also added an "Insufficient" text next to the cost if you're trying to sell items that are too cheap in small quantities.
  • Wizards should no longer be able to give their spellbook to other party members (as it prevented them from preparing new spells and caused a lot of panic for newer players)
Campaign Creator & Dungeon Maker
  • Added the Campaign Creator Feature: The Campaign Creator allows you to link multiple maps together in a single campaign file, and create custom monsters, NPCs, items and merchants to use in said campaign.
  • Note: Custom monsters, NPCs, items and merchants are not available in the standalone Dungeon Maker, as custom content is stored in a campaign file, not in a dungeon file.
  • Added Custom Monsters to the Campaign Creator: You will be able to select an existing monster from the Solastan bestiary and change its name, description, ability scores (warning: due to how our system works, ability scores only impact non-proficient saving throws), armor class, hit points, saving throws (overrides ability scores saving throws), skills and edit their attack (to hit bonus, number of attacks per turn, damage, damage type and conditions).
  • Added Custom Items to the Campaign Creator: You will be able to select an existing item from Solasta and change its name, description, content (for documents like scrolls or books) and price. Further customization may be added in the future (such as changing the damage dealt for weapons or AC bonus for armors). Note: To avoid crashes, custom items are removed from the party if you export the characters at the end of a campaign, as each custom item is linked to a specific campaign.
  • Added Custom NPCs to the Campaign Creator: You will be able to select an existing NPC from Solasta and change their name and description. Note: Once inside the Dungeon Maker, you can also add banter lines to your NPCs (explained below)
  • Added Custom Merchant Inventory to the Campaign Creator: You will be able to create merchant inventory templates from scratch, adding individual items, quantities, if they restock or not (and how often they do), if the merchant offers detect magic / identify services, how much they overcharge (by default 10%) and how much they pay for items you sell (by default 70%).
  • Added new Roll Activator to the Dungeon Maker, which makes the party roll a saving throw, skill check or ability check to activate it.
  • Added new TIme Activator, which triggers after a certain amount of time passes.
  • Added new Grant XP & Grant Item Gadgets, to go hand in hand with the Roll Activator
  • Activators are now compatible with more gadgets, such as traps and NPCs
  • Added new Exit & Teleport Gadgets, allowing to exit maps by interacting with the environment (such as a door), teleporting within the same map and selecting the destination of the party between multiple maps when leaving.
  • Added Town Exterior environment for more urban encounters or a place to rest and trade goods after a long day of adventuring!
  • Added Town Interior environment to allow the party to actually enter taverns, inns and shops.
  • Added NPC Banter, allowing you to write banter lines for NPCs that will play when the party interacts with them.
  • Optimized item & monster list which could take a while to load when opened
  • Added minor improvements, such as adding a scrollbar to navigate more easily between maps and setting item quantity in chests instead of having to add the same item multiple times.
  • Fixed several bugs related to the Dungeon Maker, such as every lootpack being named CR0 Loot, the compass not always pointing north (why?!), incompatible elements not being removed when switching environment or area activators being impossible re-enable after being disabled once.
And for those who didn't get to see it yet, check out our Dungeon Maker Trailer! More features to come :)

Bug Fixes
  • Optimized performance when multiple sources of light are active at the same time
  • Optimized saving to reduce / remove freeze time when an auto-save is being made
  • Poison applied through poison vials should now last until a successful constitution saving throw is made instead of automatically being removed after one round
  • Powerful cantrip will now only damage the intended target after missing when combined with Twin Spell Metamagic
  • Reduced spacing between Russian letters to avoid some menus going off-screen in rare cases
  • Removed the "Treasure" section from the bestiary as it wasn't in use
  • Removed the strange "Unhandled Double Clic" error message that would appear when you would double click a weapon slot
  • Sleet Storm condition tooltip no longer displays "Warning: Null Feature". Because it's not null. It's actually pretty great. Sorry, French joke.
  • Take aim now works properly. Long story short, it used to remove advantage & disadvantage… after the rolls were already made. Not so useful eh?
  • Slightly reduced the amount of barks when jumping
  • Sleet Storm will now properly remove the "On Fire" condition
  • The game no longer soft locks if a character dies by falling into a death pit during their own turn
  • The game will no longer freeze when an enemy under the effect of Dominate Person damages themselves. Stop hitting yourself!
  • Upcasting Vampiric Touch now properly increases the damage it deals on subsequent turns
  • Using Fast Hand (Thief Rogue) by opening the inventory instead of using the utility slot in the combat UI no longer uses your Main Action
  • Vampiric Touch now requires a melee spell attack in order to deal damage
  • Wall spells can no longer be cast in the air
  • You can no longer use a scroll of Magic Weapon on magical weapons
  • Young Green Dragons should now correctly use Poison Breath instead of Acid Breath, and Young Black Dragons should now correctly use Acid Breath instead of Poison Breath. I blame colorblindness for that issue
  • Being damaged under the effect of Slimy Doom (Contagion spell) now properly stuns until the end of the turn instead of the start of the turn.
  • Characters granting themselves temporary HP will no longer react as if they were being healed by an ally
  • Fixed Mountaineers not having advantage when shoving using their Bonus Action (Shield Push)
  • Child of the Rift Sorcerers will no longer trigger Rift Magic when casting cantrips. Since, you know, cantrips don't use spell slots.
  • Crafting should no longer go banana if you take the Master Enchanter feat while almost done crafting an item
  • Dead characters now keep being dead after a cutscene instead of playing their prone animation instead (while dead)
  • Decisive Strike (Battle Cleric) now correctly scales up at level 8.
  • Distant Spell Metamagic can no longer be used with Misty Step, which has a range of self anyway (it didn't even work, the game just yoinked a Sorcery Point for free)
  • Expeditious Retreat no longer grants you 2 bonus actions. 'Cause that's absolutely broken for a level 1 spell.
  • Fixed Main Menu sometimes changing color if you left the game in the middle of a cutscene
  • Fixed a bug that could crash the game if the Unknown Hero died
  • Fixed a bug that could happen when attacking multiple times in the same round with a thrown weapon
  • Fixed a bug that could occur when starting a long rest (or anything else that skips time) while trying to select a target with a spell at the same time
  • Fixed a bug where casting Faerie Fire on enemies could make them unable to target them. Ironic, considering what the spell is supposed to do.
  • Fixed a bug where enemy portraits would remain in the initiative bar even after dying
  • Fixed a bug where granting the same condition twice on a character could remove said condition instead of resetting its duration.
  • Fixed a bug where Summons and NPCs would also receive a share of XP at the end of combat, thus reducing the amount of XP gained by the party.
  • Fixed a bug with the interface when trying to smite after expending all your level 1 spell slots
  • Fixed a crash that could occur when spamming Inventory and End Turn shortcut in rapid succession while in combat
  • Fixed a faulty auto-save location towards the end of the campaign which would not have the correct quest progression saved
  • Fixed a freeze that could happen when a Sorr-Akkath Tshar would try to use its Legendary Resistance to turn a failed saving throw into a success
  • Fixed a freeze that could occur if you spammed the "Sort by Ancestry" button in the Character Selection Screen
  • Fixed a freeze that would occur when an enemy died from massive damage during their own turn
  • Fixed a issue that could happen when summoned units turned hostile
  • Fixed a potential quest flow break if you completed the puzzle without triggering the cutscene with the Baron in the basement of Copparan.
  • Fixed a rare bug where items could disappear if your character had above a certain number of items, put them for sale and swapped characters before actually selling them. Probably just the merchant going hippity hoppity your items are now my property or something.
  • Fixed a rare bug where scribing a spell could freeze the game
  • Fixed a rare bug where swapping a spell during level up as a Ranger could prevent you from completing your level up.
  • Fixed a rare freeze that could happen when summoned units disappeared
  • Fixed a rare freeze that could happen when trying to revive the crown bearer
  • Fixed a rare infinite loop that could happen if you broke concentration on Dominate Person while at the end of a combat.
  • Fixed a rare issue where scrolling through the inventory too fast could make it unresponsive
  • Fixed a rare issue where using a vendor to identify a magic item and switching to a different character inventory while clicking on items could allow you to CAST IT INTO THE FIRE! DESTROY IT!
  • Fixed a strange "Temporary Caption" text appearing when identifying magic items at your local merchant.
  • Fixed a strange bug where opening inventory multiple times during combat would make the lock icons of the locked equipment slots slowly drift towards the bottom left of the screen
  • Fixed a wall not actually existing in the Crown Room, which resulted in some Soraks going to hide inside that wall
  • Fixed a weird bug that would happen when casting Fly or Levitate on a flying creature, and then dropping concentration.
  • Fixed a weird bug where Soraks would gain an extra Blessing of Sorr Tarr buff icon every round (thankfully it was only the icon that stacked up, not the buff itself)
  • Fixed Advantage / Disadvantage tooltip sometimes not appearing properly when trying to attack an enemy
  • Fixed Aid tooltip showing instant instead of 8h
  • Fixed an error that could happen when casting Wind Wall directly on a large creature
  • Fixed an exploit when combining Mark of Fate (Domain of Oblivion Cleric) and Magic Missile, which could result in exponential amounts of necrotic damage. Perfectly balanced, as all things should be.
  • Fixed an issue that could cause a long waiting time after a Redeemer would burrow and attack a party member.
  • Fixed an issue that could make sorting characters incorrectly in the Character Selection Screen
  • Fixed an issue that would occur when a cutscene teleports your character into a proxy spell that you casted earlier (such as Wall of Fire). Ooooh, toasty!
  • Fixed an issue when changing zones multiple times while having summoned units in the party
  • Fixed an issue when trying to Intimidate Angbi - the character selected was not always the one with the highest Intimidation score
  • Fixed an issue where the combat UI would remain visible during a cutscene if it triggered at the same time as the combat ended
  • Fixed Aura of Protection tooltip showing {0} bonus to saving throws
  • Fixed Badland Hunters being overly eager to rush in with their longsword instead of using their longbow
  • Fixed being able to lock your own party inside the Master's Manor by helping the slave escape, going inside the cell and closing all the doors. I mean come on, now you're just asking for it.
  • Fixed being able to Twin Cast Guiding Bolt, Annoying Bee & Dominate Person twice on the same target
  • Fixed Bestow Curse (Damage) target not taking additional necrotic damage when damaged by spells with no attack rolls (AoE spells, magic missile…)
  • Fixed Bestow Curse incorrect duration. Although battles rarely last longer than 1 minute in-game, slapping foes with 24h of extra spicy curse in exchange for a mere level 3 spell slot sounds a bit too good.
  • Fixed Bestow Curse sometimes making non-existent bonus D4 rolls appear in the combat log when rolling saving throws
  • Fixed characters with certain personality flags not properly triggering banters when getting healed
  • Fixed Draconic Sorcerer sometimes not gaining the proper damage type resistance at level 6
  • Fixed Finesse weapons sometimes using DEX instead of STR even if your STR bonus is higher
  • Fixed footsteps sometimes not being synced properly with the walking animation
  • Fixed Great Weapon Fighting rerolling all damage rolls (including spells) while holding a 2-handed weapon instead of only affecting weapon damage rolls.
  • Fixed Half Plate of Sturdiness being a +2 Armor instead of +1
  • Fixed Greataxe +2 being named Greataxe +1
  • Fixed Heroism granting temporary HP at the end of the turn instead of at the start of the turn.
  • Fixed light sensitive monsters trying to run away from light effects that were cast on them (Shine spell for instance), which made them run back and forth trying to escape it (to no avail of course). They should now ignore it.
  • Fixed line of sights sometimes revealing hidden enemies
  • Fixed massive damage not killing party members who were already dying (on top of which no failed death saving throws were added either!)
  • Fixed missing description in some items
  • Fixed not being able to swap to your secondary ammo slot
  • Fixed Paladin Aura not being properly applied when the Paladin moved close to their ally (it would only apply at the end of said ally's turn instead of instantly)
  • Fixed powers & spells VFX being visible during cutscenes
  • Fixed Recycle (Marksman Ranger) not being usable during Long Rest
  • Fixed Solasta's clock incorrectly showing 12:00 PM at 12:00 AM and vice-versa. Give us a break, we're used to the 24-hour clock here!
  • Fixed some magic armors showing AC calculations in their minimal strength requirement tooltip
  • Fixed some monsters refusing to use certain spells they were given. Slackers.
  • Fixed some monsters stats who didn't have proper attack / damage bonus compared to their attributes
  • Fixed some shadows popping in and out when moving the camera around
  • Fixed Spider Queen Blood and The Burden poison vials not working properly
  • Fixed summoned creatures sometimes not appearing exactly where the user clicked
  • Fixed the campfire not being considered as bright light in the Canyon Random Encounter map
  • Fixed the game showing a disadvantage icon instead of an advantage one when trying to attack a prone enemy with a melee attack while not standing directly next to the target.
  • Fixed the Phase Spider not playing its attack animation after using Ethereal Jaunt (although the damage was dealt)
  • Fixed the tooltip showing additional effects on spells that don't get any bonus through upcasting
  • Fixed weapon action tooltip not correctly refreshing after swapping weapon configuration
  • Fixed World Map showing location names twice in Chinese and Russian
  • Fixed Lucky (Halfling) not working on Initiative rolls.
  • Fixed invisible creatures not being considered as fully visible when affected by Faerie Fire
  • Fixed magic items cooldown not ticking down while traveling on the World Map
Known Issues
  • Guiding Winds (Wind Druid) is currently only applied on weapon attacks, not spell attacks
  • A few NPCs & Monsters can't be targeted by Heat Metal although they should (bunch of cheaters)
  • Remorhaz T-poses when it tries to swallow a character instead of using the proper animation. Asserting dominance, adding insult to injury.
  • Some enemies disappear too quickly after their death, which hides their death animation
  • The game takes a quick coffee break whenever a party member fails a Strength Check against a Minotaur's Charge.
  • That one's weird. If you cast an lasting AoE spell over a trap, and then move a character (not necessarily onto the trap), the trap will trigger.
  • RNG seed is only regenerated the first time you reload a save - meaning after you load the same save twice, you'll always roll the same dice result if you do the same action. I sense a distortion in the time space continuum!
  • Proxy spells can't be controlled while Wild Shaped (Druid)
  • Savage Attack (Half-Orc) does the wrong amount of extra damage when using a versatile weapon with 2 hands.
  • Fixed a portrait mismatch when deleting and recreating a character with the same name but difference face. Who are you, and what have you done with the previous character?
  • Dungeon Maker: Trying to save in a Custom Map that contains Roll Activators, Plate Activators, Teleporters or Banter NPCs will crash the save/load system until the game is restarted. We be fixing that asap, did a woopsie in our latest build.
  • Dungeon Maker: Roll Activators are missing their VFX when highlighted
  • Dungeon Maker: Time Activators currently can't be Enabled / DIsab led by another Activator
  • Dungeon Maker: Some flickering can be seen when a House Prop (Town) is placed near a wall
  • Dungeon Maker: Monsters & NPCs can't be placed on Low & High Ground yet.
Alright folks, this is the end for today - time for you to jump back in Solasta! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym
 

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