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

Whisper

Arcane
Vatnik
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Feb 29, 2012
Messages
4,357
Who is Myzzrym?
 

Lawntoilet

Prophet
Patron
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Messages
1,840
Good points, Rusty
Myzzrym you should listen to him
:balance:
  • Needs more loot. I understand not wanting to give out magical items too easily(this is good) but there are zero(?) boots/belts/gloves/helmets(sans crown) at all. I found one pair of bracers.
There is at least one belt (of Giant Strength) but I agree.
It seems like a lot of items haven't been implemented yet, you find a good number of crafting recipes that use ingredients which aren't in the game.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
How to install the faster combat mod:
you need UnityModManager: https://www.nexusmods.com/site/mods/21
After extracting, go to the folder and edit the UnityModManagerConfig.xml file
Below the last game entry(following the closing tag of </GameInfo> and above the line that has </Config>) add this:
<GameInfo Name="Solasta">
<Folder>Solasta - Crown of the Magister</Folder>
<ModsDirectory>Mods</ModsDirectory>
<ModInfo>Info.json</ModInfo>
<GameExe>Solasta.exe</GameExe>
<EntryPoint>[Assembly-CSharp.dll]Bootstrap.Awake:After</EntryPoint>
<StartingPoint>[Assembly-CSharp.dll]MainMenuScreen.OnEndShow:After</StartingPoint>
<MinimalManagerVersion>0.22.12</MinimalManagerVersion>
</GameInfo>

Start up unity mod manager, select Solasta from the dropdown, select your Solasta game folder(the root of it, where the executable is.) Click 'install'.
Go to the mods tab, download my mod here: https://megaup.net/TCau/FasterCombat.zip
Drag and drop it onto the spot that says "Drop zip files here", it should extract automatically.

The speed can be changed in the options.
 
Last edited:

Elex

Arbiter
Joined
Oct 17, 2017
Messages
2,043
OK, having finished the EA, I've realized that the best thing about this game's combat is its speed and flow.

Basically, there's less faffing around, options are cleaner and simpler (though not over-simple) so the gameplay is faster. And the pace of the gameplay becomes itself an addictive factor, so then one feels a sense of momentum in going through the game.

Yet at the same time, the game has quite a good simulationist feel - lots of little "realistic" details are represented in some way, and the rhythm of action and rest (beard stroking over inventory and build) is nicely balanced. So it's also quite strongly immersive (one feels like one is living through the story).

I don't know how much of this is down to the more streamlined 5e ruleset, and how much to the devs deliberate efforts, but I guess they wanted 5e for this reason, that it's streamlined, but still reasonably simulationist and immersive.
The game combat flow feel exactly like d&d 5e played on a virtual tabletop simulator.
 

millenialboomer

Literate
Joined
Oct 29, 2020
Messages
11
One thing I'm hoping they'll listen to are the people asking for simultaneous enemy turns when there are a long string of enemy actions to wait through. The way it was described to me, if there were more than one enemy action in between a player's action, the results of their turn would be calculated and all movement would be done simultaneously while combat results would happen one after another for the player to view. I wonder if the game can process those events quickly enough; with how uncomplicated the actions available to the ai are, surely this is doable.
 
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Messages
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Codex Year of the Donut
BTW, they left the autotester in. If you want to see the game play itself for some reason, launch it from the command line with the options "-autotest CampaignFull"
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
One thing I'm hoping they'll listen to are the people asking for simultaneous enemy turns when there are a long string of enemy actions to wait through. The way it was described to me, if there were more than one enemy action in between a player's action, the results of their turn would be calculated and all movement would be done simultaneously while combat results would happen one after another for the player to view. I wonder if the game can process those events quickly enough; with how uncomplicated the actions available to the ai are, surely this is doable.
That becomes complicated when that simultaneous movement could potentially trigger opportunity attacks.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
973
Speed mod looks pretty awesome. If someone makes another that prevents the game from constantly interrupting me by cramming a shitty abortion of a cutscene in my face every two minutes, I may start enjoying it. Now when I see those four characters standing there in line like fucking bowling pins spewing some inane crap, I fight the urge to vomit.
 

MuckMan

Learned
Joined
Jun 28, 2020
Messages
104
I finished my playthrough last night, it took me about 12 hours and I only got one crash. My group consists of Warrior, Ranger, Cleric and Wizard, pretty basic combination and I hit level 5 at the end, after senile wizard. I am not a fan of 4player-groups and much prefer 5- or 6-player-groups, but atleast there is one short dungeon where you get to play with two additional npcs. That means it is atleast possible to mod groups to have more than 4 players in them or they even add them in new campaigns or something and it is not hardcoded like in certain other RPGs. When was the last time you had to create your whole party from the getgo? And no, "Adventurers" and "Mercenaries" a la Pillars or Pf:KM do not count. Only KotC 2 comes to mind.

The moment the game clicked with me was in the wizard tower, where I split my group into pairs and got caught off guard by a spider-encounter. One well aimed Sleep got rid of three or four of them and the rest was easy to mob up afterwards. Not the hardest fight anyway but still fun. It shows that the verticality is more than a stupid gimmick that gets forgotten after an hour or two and spells like Jump and Flight willl lead to some fun tactics I am sure. Although I would say, that these spells and something like Spider Climb or Levitate are rather situational and not worth wasting a spellslot for, better having them as scrolls.

Visually speaking, you have on the one hand the Dungeons, Spells and Outdoor-Enviroments, which look nice and the City on the other hand, which looks rather boring and barren, but that will be tackled, I am sure. I assume that graphics and animations are not final either.

The UI might not be the prettiest of them all, but it is readable, you see what action is tied to what and do not get surprised by some bs, there you suddenly cannot move anymore or something (Think NuXcom "Oh you used that ability, sorry you can not move after that, didn't we tell you?").

A couple of suggestions, which were not mentioned so far:
  • If I get to avoid a combat-encounter through some skillcheck, reward me some exp, Otherwise what is the point? Should I just murderhobo them anyway (I have not tried, can you still start an fight with them afterwards?)?
  • Could it be possible to use the quick-slot without going into the inventory and dragging something into it every time?
  • Scrolls should be stackable or maybe we could get a container which is specifically for scrolls or something, bonus if we can drag this container into the quickslot and use one scroll in it.
All in all it is a really enjoyable game so far. The developers have set themselves a realistic goal. They created a solid game, which gets the basics right. Then use this solid foundation and build upon it, I mean they are already teasing DLC-Campaigns etc. and the feedback on steam is rather positive so far. And now I can return to lurking until something strikes my fancy again!
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
  • If I get to avoid a combat-encounter through some skillcheck, reward me some exp, Otherwise what is the point? Should I just murderhobo them anyway (I have not tried, can you still start an fight with them afterwards?)?

So much this, but also for resolving combat in ways other than attack roll -> damage -> dead mob. I pushed some Soraks off ledges to their deaths and lost whatever loot they might've had and the XP for killing them, which irritated me and didn't make any sense. The loot loss was expected, but the XP loss on top wasn't.

I always find it weird that providing XP for alternative ways of dealing with an issue isn't more of a standard feature in the genre. It tends to push me into not even looking for alternative resolutions to issues and just killing everything unless it'd be an alignment violation or something.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I pushed some Soraks off ledges to their deaths and lost whatever loot they might've had and the XP for killing them, which irritated me and didn't make any sense.
Was this during combat or outside of combat?

During combat.

I think it's the underground map after the Fort ruins where you've first discovered Soraks. There are a lot of jumps and Soraks in one piece of it where the bottom isn't accessible, so you can't walk there. I pushed a few Soraks into the bottomless pit area and got the death message, but no XP. (In before someone proves that I literally just missed the XP message. lol)
 
Joined
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Messages
50,754
Codex Year of the Donut
I pushed some Soraks off ledges to their deaths and lost whatever loot they might've had and the XP for killing them, which irritated me and didn't make any sense.
Was this during combat or outside of combat?

During combat.

I think it's the underground map after the Fort ruins where you've first discovered Soraks. There are a lot of jumps and Soraks in one piece of it where the bottom isn't accessible, so you can't walk there. I pushed a few Soraks into the bottomless pit area and got the death message, but no XP. (In before someone proves that I literally just missed the XP message. lol)
XP is doled out at the end of combat, not when an enemy dies. Are you sure you didn't get XP from it?
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
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Messages
13,555
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I pushed some Soraks off ledges to their deaths and lost whatever loot they might've had and the XP for killing them, which irritated me and didn't make any sense.
Was this during combat or outside of combat?

During combat.

I think it's the underground map after the Fort ruins where you've first discovered Soraks. There are a lot of jumps and Soraks in one piece of it where the bottom isn't accessible, so you can't walk there. I pushed a few Soraks into the bottomless pit area and got the death message, but no XP. (In before someone proves that I literally just missed the XP message. lol)
XP is doled out at the end of combat, not when an enemy dies. Are you sure you didn't get XP from it?

Not 100% sure no, which occurred to me as you asked the question, hence the end of the spoiler. ;) So basically... if they did allow for that, then great! If no, then they should. :smug:
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I pushed some Soraks off ledges to their deaths and lost whatever loot they might've had and the XP for killing them, which irritated me and didn't make any sense.
Was this during combat or outside of combat?

During combat.

I think it's the underground map after the Fort ruins where you've first discovered Soraks. There are a lot of jumps and Soraks in one piece of it where the bottom isn't accessible, so you can't walk there. I pushed a few Soraks into the bottomless pit area and got the death message, but no XP. (In before someone proves that I literally just missed the XP message. lol)
XP is doled out at the end of combat, not when an enemy dies. Are you sure you didn't get XP from it?

Not 100% sure no, which occurred to me as you asked the question, hence the end of the spoiler. ;) So basically... if they did allow for that, then great! If no, then they should. :smug:
I think it still gives you the XP.
With regards to loot, not sure how I feel about that. There's a good argument to be made that if you want their loot you're welcome to jump off after it :incline:
 

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