Mortmal
Arcane
- Joined
- Jun 15, 2009
- Messages
- 9,557
They cannot guarantee it.No dungeon creator guaranteed...
Do you mean there is definitely no dungeon creator in Solasta 2 or there might be but they cannot guarantee it?
They cannot guarantee it.No dungeon creator guaranteed...
Do you mean there is definitely no dungeon creator in Solasta 2 or there might be but they cannot guarantee it?
The latter, since they switched to a new engine they're still not sure whether or not they'll be able to make one in time (or at all)No dungeon creator guaranteed...
Do you mean there is definitely no dungeon creator in Solasta 2 or there might be but they cannot guarantee it?
More important than a large number of character classes is having a larger party size than the meager four PCs in the first Solasta:We want to have all 12 classes at 1.0 launch. Just to set things straight, the 1st time around it was simply because our size / budget did not allow us to do that. It's not like we wanted to make a D&D game with only 6 classes, but we were like 15-20 people and it was our first game and money don't grow on no money tree... So yea, no promises but we'll do our best to have 'em all this time.Looks pretty enough. Hopefully the content is better this time around. I still haven't been able to force myself to finish (or even play much, frankly) the first one. And don't drip feed us classes again, pl0x.
I am not surprised. They likely want to avoid any potential payment per installation coming back in the future. Slay the Spire 2 isn't done in Unity either.Huh, they dumped Unity. This is an Unreal Engine game.
From the livestream; it's 5e, not 5.5e... which is good.
A good tactical turn-based combat system is wasted on a mere four-character party. Solasta falls very much into the Tactical RPG subgenre; although there are many games with turn-based combat, most of them lack the focus on combat inherent in this subgenre (and the majority have combat that isn't tactical in nature). Although I'm urging the developers to attempt a semblance of exploration (at least for dungeons, and preferably for the wilderness as well) in the sequel, I expect the focus on combat to be maintained, and the best way to improve it is to increase party size.Dark Sun SL is also an adventure for four characters and a top tier classic.
Party size is irrelevant, what makes or breaks an rpg is having great adventure modules.
It will be 5.24 if the SRD releases in time.From the livestream; it's 5e, not 5.5e... which is good.
People should be doing what their talent allows.so between module creator and derpy faces+pronouns they decided to keep latter?
My mention of KOTC1 still stands, RPGs don’t get much more combat focused than that, and there are plenty of situations to exercise one’s tacticool skillz in the game. I’m not against the idea of a bigger party, but if I had to choose, I would rather expend limited resources in developing a well-crafted module, based on one of the many excellent one-shot supplements for D&D than adding more flavors to what would otherwise remain a bland game.A good tactical turn-based combat system is wasted on a mere four-character party. Solasta falls very much into the Tactical RPG subgenre; although there are many games with turn-based combat, most of them lack the focus on combat inherent in this subgenre (and the majority have combat that isn't tactical in nature). Although I'm urging the developers to attempt a semblance of exploration (at least for dungeons, and preferably for the wilderness as well) in the sequel, I expect the focus on combat to be maintained, and the best way to improve it is to increase party size.Dark Sun SL is also an adventure for four characters and a top tier classic.
Party size is irrelevant, what makes or breaks an rpg is having great adventure modules.
Also the case with the lore. New continent, not mentioned in the source book I believe."Should we build on top of what we already made or start from scratch for our sequel?"
"Let's start from scratch."
Surely they'll keep the verticality? It would be a real shame if they lose the dungeon maker or if it is less functional than what they made in the first game, but verticality is pretty key to the appeal.The switch to Unreal puts a lot of question marks on the whole thing. That was my biggest takeaway from the twitch dev Q&A. From subclasses, to modding capabilities, to verticality, to the dungeon maker, they don't seem sure of what they can actually accomplish or carry over. That's a whole lot of risk for a small company. Hope the pros outweigh the cons in the end.
More important than a large number of character classes is having a larger party size than the meager four PCs in the first Solasta:
- Larger party size, at minimum 6 PCs versus the current 4, to boost diversity of party composition, increase replayability, and improve combat
- Wilderness exploration, rather than merely selecting a destination on a map
- Proper dungeons with non-linearity and puzzles, rather than a mostly linear sequence of fights
- More logistics and other effects to improve exploration
- Decent cosmetic aspects in the character creator (cf. Dragon's Dogma) with vastly improved faces
I don't think they'll lose it entirely but they seemed to be unsure of how much of it there would be and in what form, as compared to the first game. Some of the screenshots show that it isn't entirely flat anyway.Surely they'll keep the verticality? It would be a real shame if they lose the dungeon maker or if it is less functional than what they made in the first game, but verticality is pretty key to the appeal.The switch to Unreal puts a lot of question marks on the whole thing. That was my biggest takeaway from the twitch dev Q&A. From subclasses, to modding capabilities, to verticality, to the dungeon maker, they don't seem sure of what they can actually accomplish or carry over. That's a whole lot of risk for a small company. Hope the pros outweigh the cons in the end.
And you will need a 6080 RTX to run it proper.The switch to Unreal puts a lot of question marks on the whole thing. That was my biggest takeaway from the twitch dev Q&A. From subclasses, to modding capabilities, to verticality, to the dungeon maker, they don't seem sure of what they can actually accomplish or carry over. That's a whole lot of risk for a small company. Hope the pros outweigh the cons in the end.
I'll fully admit I forgot the game even had a lighting system as one of its major combat mechanics, but didn't they already massively turn this down between its early access versions and the 1.0 launch?Also the case with the lore. New continent, not mentioned in the source book I believe."Should we build on top of what we already made or start from scratch for our sequel?"
"Let's start from scratch."
I wonder if they will still have an emphasis on light. Soraks were a faction where light mattered to weaken them. Not sure I've seen anything about emphasis on a lighting system this time around.
The entire thing can be circumvented by playing races which have darkvision. Which is most of them. Maybe that's why you didn't notice the darkness mechanics.I'll fully admit I forgot the game even had a lighting system as one of its major combat mechanics, but didn't they already massively turn this down between its early access versions and the 1.0 launch?Also the case with the lore. New continent, not mentioned in the source book I believe."Should we build on top of what we already made or start from scratch for our sequel?"
"Let's start from scratch."
I wonder if they will still have an emphasis on light. Soraks were a faction where light mattered to weaken them. Not sure I've seen anything about emphasis on a lighting system this time around.
I seem to vaguely recall them decreasing some of the darkness related disadvantages out of concern for either balancing or difficulty. No idea if it'll even be present in the sequel and I don't care enough to carefully inspect the gameplay frames in the trailer to see if I can find any traces that might indicate its inclusion