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KickStarter Solasta Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

V_K

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So how is the performance? When the EA first start the optimisation is kind bad, did they improved it yet?

My pc is getting old and I don't really want to get a new once since the graphic card price is ridiculous at the moment.
I'm running it on an AMD integrated video chip at 1920x1080 with shadows turned off and it works mighty fine.
 

Lacrymas

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Pathfinder: Wrath
I wouldn't actually call the performance bad. It's far better than Divinity games on similar settings, for example. Shorter loading times too.
The D:OS games are very well optimized. At least they are now, I don't remember how they were at launch. They look better and run better than Solasta in general. I know this is due to Unity and nobody wants to take the time and effort to optimize the engine for every single game they make, especially since these are turn-based and buttery smooth FPS isn't needed.
 
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I hope this company keeps making these type of turn based D&D adventures/modules and does not go off and start making action D&D games or whatever like many companies do once they have a a success w/ a D&D game thinking they can gain more fanbase or something..

If they can keep adding to the dungeon tool kit and eventually players can make dialogue and the likes for quests, i can see them becoming more big enough to do modules with that same kit.
I really hope so. I would be in heaven if someone made all the old DnD modules in this engine...I would pay good money for them even, someone could make a business from it perhaps, or they could just do it themselves, although maybe licensing issues I guess
 

Tacgnol

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I wouldn't actually call the performance bad. It's far better than Divinity games on similar settings, for example. Shorter loading times too.
The D:OS games are very well optimized. At least they are now, I don't remember how they were at launch. They look better and run better than Solasta in general. I know this is due to Unity and nobody wants to take the time and effort to optimize the engine for every single game they make, especially since these are turn-based and buttery smooth FPS isn't needed.

I think inexperienced devs genuinely struggle to optimise in Unity. It probably doesn't help that most of the good C# devs are working corporate software development jobs and don't have any involvement in games development.

.net is primarily a corporate and business programming language after all. Managed languages aren't really the best choice for games dev.
 

Lacrymas

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I really hope so. I would be in heaven if someone made all the old DnD modules in this engine...I would pay good money for them even, someone could make a business from it perhaps, or they could just do it themselves, although maybe licensing issues I guess
I'm hoping the map while making the dungeon can be seen well, so I can print screen, edit, and print them for tabletop.
 

NJClaw

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At least they are now, I don't remember how they were at launch.
I played DOS2 this past autumn, and it was lagging every now and then at similar settings as I run Solasta. Was looking a lot worse at those settings too.
The complete opposite is true for me. I have an old laptop that managed to run flawlessly D:OS2 at max settings but struggled to run Solasta.

As of yesterday, that game even runs on iPad:

 

V_K

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Well, I've also always had TES games running perfectly on my crappy laptops, unlike say Bioware's or PB's - which seems also to be the opposite of everyone's else experience. So YMMV.
 

Orud

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.net is primarily a corporate and business programming language after all. Managed languages aren't really the best choice for games dev.

To be honest, if the devs are inexperienced then it's better that they use a language or environment where they don't need to manage memory.
 

Tacgnol

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.net is primarily a corporate and business programming language after all. Managed languages aren't really the best choice for games dev.

To be honest, if the devs are inexperienced then it's better that they use a language or environment where they don't need to manage memory.

Yeah but that's sort of the point. .net framework might be managed but there are still things you need to do to use the garbage collector efficiently. You can write something easily enough that works and won't outright crash, but is ill optimised.

If you're forced to use an unmanaged language you have to sink or swim.

I cringe at some of the code samples I see on Unity forums and stackoverflow coming from inexperienced devs using Unity.

Edit: Butthurt little Rusty
 
Last edited:

Tacgnol

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You submit yourself to reviewing code on a public forum, willingly? Madman.

Can't help myself. It does explain a lot about why so many Unity games run like shit though.

A lot of the people giving advice on the Unity forums don't seem to be particularly proficient either.
 

NJClaw

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The main problem I had while working with Unity is that, being some kind of general-purpose engine, it's so bloated that you end up using features without actually understanding what their real purpose is and consequently how they really work. So you might end up using a very complex tool that you don't really need without even knowing it.

Maybe once you become very familiar with Unity it stops being a problem, but, since the entire engine seems to be structured to be used by people who know nothing about software development, I doubt that's the case.
 

Mud'

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I really hope so. I would be in heaven if someone made all the old DnD modules in this engine...I would pay good money for them even, someone could make a business from it perhaps, or they could just do it themselves, although maybe licensing issues I guess

I just want to see if someone can make The Sunless Citadel, still, the problem is that the module has mobs that are not included in the monster manual Solasta currently has.

I would love to see Oakhurst as a hub where you start, a little traveling with some encounters on the way all the way to the ruins to descent to the Citadel, Kobolds barking dialogue and so on.

Imagine if it had modding tools so the community could add monsters and more classes like D:OS2.
:shredder:
 

Cryomancer

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I known that I would be HATED by saying it but I liked Solasta : Crown of the Magister more than Dark Sun : Shattered Lands. Solasta did low level right, level 1 adventurers meet in a tavern. They din't started the game with a mindflayer spelljammer ship fighting a army of dragons like other game(which is more epic than hordes of the underdark and mask of the betrayer beginning combined).

When I got

The mysterious crown, I wasn't expecting to find an artifact

The Solasta setting, on beginning I was expecting "not faerun due IP laws" but now, really liked a setting where humans are the osutider and a cataclysm made exploration really interesting and made the verticality far more important. I also was expecting only lackluster classes due the lack of class variety. Now I an really loving all subclassesl, Solasta clearly traded quantity for quality on amount of classes. Can't wait to test the lv 10 arcane shock from shock arcanist. What is interesting about arcane shock is that is great power with great cost.

But a honest question. Did anyone here used Solastan subclasses on the tabletop game? And plan to run a 5E game on solasta setting? Honestly, if I ever play tabletop 5E(only played 3E and retroclones on TT), I would prefer to play in a Solasta setting than on sword coast.

So how is the performance? When the EA first start the optimisation is kind bad, did they improved it yet?

Working fine on my GTS 450.
 

Mortmal

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Jun 15, 2009
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I known that I would be HATED by saying it but I liked Solasta : Crown of the Magister more than Dark Sun : Shattered Lands. Solasta did low level right, level 1 adventurers meet in a tavern. They din't started the game with a mindflayer spelljammer ship fighting a army of dragons like other game(which is more epic than hordes of the underdark and mask of the betrayer beginning combined).

When I got

The mysterious crown, I wasn't expecting to find an artifact

The Solasta setting, on beginning I was expecting "not faerun due IP laws" but now, really liked a setting where humans are the osutider and a cataclysm made exploration really interesting and made the verticality far more important. I also was expecting only lackluster classes due the lack of class variety. Now I an really loving all subclassesl, Solasta clearly traded quantity for quality on amount of classes. Can't wait to test the lv 10 arcane shock from shock arcanist. What is interesting about arcane shock is that is great power with great cost.

But a honest question. Did anyone here used Solastan subclasses on the tabletop game? And plan to run a 5E game on solasta setting? Honestly, if I ever play tabletop 5E(only played 3E and retroclones on TT), I would prefer to play in a Solasta setting than on sword coast.

So how is the performance? When the EA first start the optimisation is kind bad, did they improved it yet?

Working fine on my GTS 450.
I dont think anyone but the devs played solasta as tabletop, its way too early . Is the book even out ? Would like a fantasy grounds version of that, and some tabletop campaign . Yes it could be used instead of forgotten realms, it borrows from many classic settings with an emphasis on verticality and light and darkness.There's some archetype i would change however, the loremaster wizard doesnt bring much , the shock arcansit is way better.
 

Johnny Biggums

Learned
Joined
Oct 4, 2020
Messages
223
I'm running it on an AMD integrated video chip at 1920x1080 with shadows turned off and it works mighty fine.

Sounds like it may have been optimized. When I bought it a couple months ago it ran so choppily that I returned it within 15 minutes. I can't rule out that my setup is uniquely bad for this game - would be just my luck. But I think I'll try again tonight.
 

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