Thank you all for joining our Dev Stream yesterday, it's been a real blast chatting with you - we should definitely do this more often (as soon as we have more time)! For those who could unfortunately not be there, here is a VOD link for you: https://www.twitch.tv/videos/1263120461
Additionally, thanks to a brave soul named Mastani, we have a recap of all questions & answers in text form as well! So if you don't feel like sitting through 2h of me going off tangents, here is all the juicy info in a bite-sized format.
About Tactical Adventures
Q: Are you hiring?
A: As our current studio’s philosophy is to stay relatively small, we're not hiring at the moment. Also keep in mind that we are a French studio, so you would need live in France & speak French fluently to join us^^ That said we do have English partners so you could end up working with us on Solasta or one of our future projects!
Q: Will there be future opportunity for voice acting?
A: There will be new voiced lines in the next DLC, but we work with an audio partner when it comes to Voice Acting - so we rarely pick up specific voice actors ourselves (mostly due to logistical reasons).
Q: Will you do a crossover with Amplitude to do an Endless Dungeon?
A: I don’t think so, though we never know what the future holds.
Q: Do you have any stats about the most/least popular classes/subclasses?
A: I don't believe we have those statistics. Unity is fairly limited in what we can collect :(
Q: Will the setting book that was part of the Kickstarter be available in the future?
A: As much as we would love to, we currently can't for legal reasons. That said if it ever changes in the future, we will make an announcement.
Q: Would you be open to community collaborations to improve translations?
A: We are aware of certain translation issues (in Russian for example) but due to potential complications with French laws regarding free labor we'd need to check that up first.
About Solasta's upcoming content
Q: What will be in the DLC?
A: Although we don't want to reveal too much about it for now, here is some information:
•A full new adventure in the world of Solasta. The previous DLC focused on new classes. The goal this time is to offer more content.
•The story will take place somewhere different than Crown of the Magister.
Q: When is the DLC coming out?
A: Hopefully in a few months, stay tuned to social media for the announcement.
Q: Will we be able to create quests in the dungeon maker?
A: It is something we are working on (quests, dialogues…), we hope to release it at the same time as the DLC.
Q: Will there be new races or classes in the new DLC?
A: No, there won’t be any new classes / races in the next DLC - as stated above, we focused our efforts on making a new adventure this time. That said there will be additions on the gameplay side in the character creator...
Q: Do you have plans on increasing the level cap?
A: Not for the next DLC. Just like adding new classes, adding new levels is very time consuming. We have 9 classes (all with sub classes) and it would require for each to add new effects, new features…
Q: Is there a chance we can get some more magical weapons?
A: There will be some more magical weapons coming with the DLC, but ideally we'd like to make some more if we ever get some time to do that.
Q: Can you consider adding random magic item drops from monsters?
A: Although it isn’t impossible, it’s very hard to balance between not enough and too much - remember that RNG also plays a large role in each player's experience. For the moment, we don’t plan on tweaking the main campaign (Crown of the Magister) because any small change can have cascading effects.
Q: Any information about multiplayer (possibly in the DLC)?
A: We won’t be speaking about multiplayer today. If there is anything regarding Multiplayer, it would be in an official announcement.
Q: Do you have plans to add an option to stop your travel and turn back once starting a travel and / or the option to modify our equipment when we travel?
A: For inventory, it should work, as for turning around it has been asked for a lot but would require reworking the whole system. We thought about it but as it added a risk of breaking the campaign, we preferred to avoid it.
Q: Are you still considering working on some UI QoL features, like showing attack/spell success odds when AC/stats are unlocked in bestiary?
A: That actually is more than just QoL, it would be a design choice. On tabletop you do not have percentage displayed when rolling against a goblin, if you know it has 11 AC - so adding percentage would make it more "video-gamey" (although there is nothing inherently wrong with that).
Q: Are you planning to get the custom background displayed on Inspection panel?
A: We have talked about it; I’ll have to check where it’s at.
Q: Will multi-classing be a thing?
A: No, as it would create too many complications and would be too hard for Q&A. It will stay in the domain of mods.
Q: Any update on props/weathers/FX in the DM creator?
A: No, we don’t have active weather effects in game, the ones you can see (for example in the Dark Castle) are baked into the level. It might be possible for smoke to be added as a prop, but not rain on a whole level.
Q: Are there plans to bring more accessibility to the game like larger tooltips and UI scaling?
A: Would like to but it may require us to revamp part of the system. It's not a quick addition, but it is being discussed.
Q: Is there a plan for Apple M1 optimization in the future?
A: For anything Mac related, we had partners work on it so please send us a mail with as much details and information as possible so it can be transferred to Q&A.
Q: Will there be new voice acting for the playable characters in the DLC?
A: No, as it would require the new voice actors to record all the lines of the Crown of the Magister campaign as well - and that's very expensive!
About Solasta
Recap on the Dungeon maker module and future upgrades:
The dungeon maker started as just one map with multiple rooms. To make full campaigns and avoid the players having to download all the individual maps, the campaign tool was developed to allow the linking of maps. Coming up in the future is the ability to add custom monsters, NPCs, merchants and items. The goal is to add custom dialogues and texts but the goal is to keep the tool simple to allow the maximum of people to use it. The fear of making something too complex is that too few people will use it.
Q: Is it possible to add a way to create custom classes or races?
A: Might already be possible via mods, we don't plan to create such a tool ourselves.
Q: Why do you limit to tile set in the dungeon maker instead of allowing a mix and mash of everything?
A: The short answer is: optimization. The more assets you put, the longer the map will take to load. There are mods which allow you to that but as devs we have to ensure the game is stable and doesn’t lag out for people with the minimum configuration settings.
Q: Some spell requirements are tricky; would it be possible to add notes about them?
A: The problem for us was to strike a balance between giving the players the necessary knowledge in the tutorials without overloading them with tooltips and such. Also, D&D rules hard :(
Q: Have you thought about making the game more re-playable?
A: It’s a problem with RPGs, even if you make several branching paths and endings, few players will actually replay the game to see them all. Supergiant had this issue with Pyre when starting to work on their next game (the fantastic indie that is Hades). That is why roguelite games are huge right now, they are made with replayability in mind (instead of simply encouraging it).
Q: Why was the bright blue (aqua?) hair color removed when the game left early access?
A: The easy answer: it could have been removed by mistake. The other might be that our art director did a check before 1.0 and determined that it didn’t fit with the characters (remember things can change a lot while the game is in EA)
Q: Would a native Linux version be possible (or PS/Switch/…)?
A: Adding another version to maintain is extremely consuming (and more so with the multiple Linux OS). At some point the company has to make a business call between spending time to maintain the version and working on content.
Q: Would it be possible to add more verticality in the dungeon maker tool?
A: Yes, under the form of assets, but not in a “free build” mode as past experimentations revealed that it's fairly easy to “break” the camera. It still is a thing we watch out for when designing future content.
Q: Why did you design your dragons as they are in game?
A: We didn’t want to copy paste the dragons from the monster’s manual because our license technically doesn’t include that manual so we had to design our own.
Q: Would it be possible to add a world map maker in the campaign creator?
A: We are thinking about it but we haven’t decided to work on that yet.
Q: Why did you choose Unity over Unreal?
A: Unreal is much harder to work with and it isn’t necessarily adapted for the same things. While it would be possible to do Solasta in Unreal, it may not be worth the effort.
Q: Could we have a manual dice roll feature?
A: It would require too much effort for too few people.
Q: Could you add animals like bears or horses to be NPC in the campaign?
A: We currently can’t add monsters as NPCs but we're looking at it. As for horses, I don’t think we even have them in-game so... no.
Q: Can we have feature where NPCs can turn hostile?
A: Currently no, the reason being that that NPCs aren’t monsters (they don’t even have stats as far as I know), so even if they turned hostile they wouldn’t be able to do anything. We're trying to homogenize that.
Q: Any chance the enemy AI can be updated to handle stealth better?
A: To make stealth work better (and less “cheesy”), we would have to overhaul the stealth system and that would cost us too much time… only for players to find new exploits, which would bring us back to square one. Most game with stealth can be cheesed if you look hard enough!
Dev Stream is up!
The stream is up! For the next 2 hours, come can hang out with us at https://www.twitch.tv/tacticaladventures.
Happy 2022, Community Stream incoming Jan 13th!
Hello everyone!
The Tactical Adventures crew and I wish y'all the best for 2022, may your dice always roll well. We're also going to do a little Dev Stream next week on Thursday January 13th at 9 am PST / 12 pm EST / 6 pm CET with the usual banter about Solasta, game development, fun facts while checking out some Custom Dungeons from the Steam Workshop - it's been too long since we did one of those!
There be hints for the next DLC in this image. Happy hunting.
By the way, quick news for our Kickstarter Backers! Both the Sourcebooks and the Adventure Boxes are now being transported from the factories to the EU & US warehouses, where they will be packaged and sent to each of you individually. That said, remember that in the current state of the world this can still take quite a bit of time, so we're hoping that by end of February everyone gets their goodies - but we'll keep you in the loop as soon as we have more information to share.
Alright folks, this is the end for today! See you on Jan 13th for the Dev Stream, and don't hesitate to prepare a few questions for us! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
Article by Tactical Myzzrym
Solasta is Platinum in Steam Best of 2021 - Top Early Access Graduates!
Wishing you all an excellent of the year, and see you in 2022!
The Tactical Adventures crew
PS: Bonus cat picture for New Year :D
Solasta Sourcebooks fresh off the press!
Hey there folks,
Winter is fast approaching, so we hope you're all taking good care of yourself and staying warm. Although we aren't as active keeping you active with the latest Dev Update every two weeks, we've nonetheless been hard at work on things we'll hopefully soon be able to share with you. That said, this is not why we're writing this news today...
We're here to deliver you a heavy dose of fluff! Amongst other things...
Last chance to update your address!
For those of you who are expecting the Solasta Sourcebook or Adventure Box as a Kickstarter Backer. Have you moved? If so, make sure you send us your new address at contact@tactical-adventures.com (with your name) before December 19th at the latest! After that, the shipping will be completely locked - and the rewards will be sent to the address you put on CrowdOx.
Quick peek at the Solasta Sourcebook
The Solasta Sourcebook is finally done! And by done I don't mean just the design - I mean all the copies have been printed and are now ready to be shipped. As a reminder, we're hoping that shipping will be complete around late January / February, but due to the global pandemic situation there's a high risk that delays may occur (for instance we've already been warned that ships being stuck waiting for refueling at port is a fairly common issue).
But enough doom and gloom, we'll keep you updated with the latest information we receive if ever it comes to that. In the meantime, feast your eyes upon this! (And no sorry, although we'd love to we are still unable to sell those as stand-alone - those Rulebooks are Kickstarter exclusives)
Alright folks, this is the end for today! Make sure you send us a mail with your name & new address if you moved! And as always, check out our Forums and our Discord Server to chat with other players
Article by Tactical Myzzrym
Solasta for Steam Awards let's goooo! Dingo Doodles let's gooooo!
Hey there folks!
It's that time of the year again. What time? TIME TO CONQUER THE WO- I mean, time for the Steam Awards. And what better Award Category than to go for the "Best Game You Suck At", because everyone loves to get screwed over by RNG and poor dice rolls. over and over again!
Jokes aside, we're super glad to have made that journey with you guys. From our Kickstarter Demo, to our Steam Early Access a little more than a year ago now, to the full 1.0 launch in May and now our 1st major DLC... It's been a trip and half!
Here's to another year of Solasta! And maybe a Steam Award if the stars align!
Dingo Doodles x Solasta
[previewyoutube="-4S_DZQaQjI;full"] We've recently partnered with Dingo Doodles (and Felix of course!) to hear what they have to say about Solasta - and (thankfully) they think it's pretty good. In fact they even streamed the game before we ever contacted them! Turns out picking the Lucky Feat when rolling my IRL character was a good idea.
And yes, you've heard it right. We're already hard at work on our next Solasta DLC... but let's leave it at that for now, we'll have more information to share in the coming months :)
Also, huge thanks for Dingo and Felix for taking the time to make this video - if you aren't aware, they just closed their massive Kickstarter Campaign Fool's Gold: Into the Bellowing Wilds with almost 17,000 backers and $2,5M raised! And that's... a LOT of work (and usually implies very little sleep).
Steam Autumn Sales let's go!
If y'all have some friends still on the fence about getting Solasta, the game will be 50% off during the Steam Autumn Sales!
Cheers! Myzzrym
Patch Notes - Version 1.2.15
Patch 1.2.15
Added Lockpicks to Spy & Lowlife starting equipment
Fixed voice samples not playing properly in the Character Sheet outside the Main Menu
Fixed Loot Containers not showing all items if there were more than 15 items inside them
Fixed a Game Over screen wrongly triggering when killing the last non-charmed creature in a fight where the party charmed an enemy
Fixed Kindred Spirit not correctly using the Druid's stats when summoned while in Wild Shape
Fixed a softlock that would occur when trying to resurrect an ally with a Barbarian holding the crown while raging. Barbarians can now use magic items while raging, just don't ask them to use a spell scroll unless you want it shoved in your mouth.
Fixed Druid Wild Shape UI showing incorrect HP value if the enemy monster HP scale isn't 100% in the difficulty settings
Creatures charmed by Animal Friendship now disappear at the end of the battle (like Charm Person)
Staff of Healing is now usable by druids and is a universal focus
Fixed Hide Armor +1 and Studded Leather +1 not displaying their proper title once identified
Fixed Wild Shape Badlands Eagles not having 2 attacks per round
Fixed Druids losing their buffs / Kindred Spirit if their Wild Shape goes down to 0 HP
Fixed Aid not working properly with Wild Shape
Fixed being able to use the major Gate to teleport to Caer Cyflen in the middle of the fight with Mardracht
Fixed Pilgrim's & Zealot DoT not lasting the correct duration
Fixed Counterspell Reaction pop-up sometimes not displaying the correct spell slots remaining
Fixed Guiding Winds not being applied when attacking an enemy with a spell attack
Fixed Acolyte, Veteran, Highwayman & Guard not being targetable by Heat Metal
Fixed "Stop Rage" being displayed in the combat log as ActioneStopTitle (lol typo)
Fixed creatures not being damaged by Spirit Guardians if they entered the AoE with a charge (as opposed to moving normally into the AoE)
Fixed a falling column in Monastery not pushing the PCs aside when it fell, effectively blocking them forever.
Added feedback in the combat log when Kindred Druids use Share Pain
Fixed Stone Resilience temporary HP not being removed when Stone Barbarians stop raging
Fixed Drained status (lower maximum health) being transferred to the animal form when using Wild Shape
Fixed Wall of Thorns dealing piercing damage instead of slashing damage when moving inside it
Fixed a rare instance where the mouse cursor could disappear when an error pop-up appeared, making it seem like the game froze
Fixed Dimension Doors destination visual feedback being restricted by Line of Sight
Druids, Sorcerers, Wizards & Clerics now start the game with a spell focus equipped
Fixed Charm enemies not dropping loot at the end of the fight, potentially preventing quest items from dropping
Fixed a rare issue where characters could lose their animations if a cutscene started while they jumped (how does that even happen)
Fixed Minotaurs' successful charge pausing the fight for several seconds.
Fixed Carried by the Winds still triggering when the Wind Druid's spell is counterspelled
Fixed Scroll Scribing not displaying the correct information
Fixed Bracers of Defense being sold for dirt cheap
Fixed dying enemies vanishing before their death animation played out completely
Fixed Savage Attacks not using the correct weapon dice when using versatile weapons two-handed
Fixed Heat Metal VFX not appearing when re-applying the effect on subsequent rounds
Fixed portrait not being updated when deleting and recreating a character with the same name but different face
Fixed Reckless Attack giving Barbarians advantage until the start of their next turn instead of the end of their current turn
Fixed items being too large when held in hand in the inventory viewer (those are some MASSIVE candles)
Fixed Twinned Guiding Bolt & Levitate being interrupted on both targets when one dies
Fixed traps being triggered by proxy spells (like Sunlight or Fog Cloud)
Fixed Rage damage being added when attacking using DEX with a finesse weapon
Fixed Unarmored Defense stacking with Mage Armor
Fixed Flame Blade not using WIS as spellcasting ability for attack rolls when cast by druids
Fixed Spell Focus not properly displaying their type (Arcane / Divine / Druidic)
Component Belt, Component Pouch, Component Bracers are now Universal Spell Focus (can be used by any class)
Fixed Druids playing their idle animation instead of combat animation if entering a fight in animal form and reverting to human form while in combat
Added sound when dropping items on the ground
Fixed a sequence break in the Wanderer Background Quest that could prevent the player from triggering the final fight
Fixed a rare instance where Druids would be stuck in the ground in animal form after loading a save (what the...?)
Fixed certain monster AIs not properly taking into account their movement range when deciding on an action
Dungeon Maker: Fixed ContentType sometimes disappearing from the .json file
Dungeon Maker: Fixed some doors not being compatible with Activators in Town Interior environment
Dungeon Maker: Fixed shadows flickering rapidly under certain conditions in Town Exterior environment
Dungeon Maker: Fixed the Merchant icon behaving strangely when a combat triggers nearby
Dungeon Maker: Fixed Entry Activators activating right as the player finished loading, even if they didn't click continue
Dungeon Maker: Fixed the "Y-shaped Wooden Beam" not being correctly restricted to walls
As a reminder, we use Public Beta so that people who are blocked by specific bugs may try to get their run back on track as soon as possible, However, as it takes time to properly QA new versions, we can't guarantee they are 100% stable. Therefore, if you do not have any of the issue listed below, you should just wait for the next patch instead.
Note: This Public Beta does not have a Mac version (not to worry, Mac will get the patch at the same time)
How to switch to Public Beta branch?
Simply go to your steam library, right click on Solasta and select properties. Then, go to the BETAS tab and select publicbeta from the drop down menu, and then restart Steam.
Changelog
1.2.15: Fixed a bug introduced with 1.2.14 where Wild Shape state wouldn't save properly
Added Lockpicks to Spy & Lowlife starting equipment
Fixed voice samples not playing properly in the Character Sheet outside the Main Menu
Fixed Loot Containers not showing all items if there were more than 15 items inside them
Fixed a Game Over screen wrongly triggering when killing the last non-charmed creature in a fight where the party charmed an enemy
Fixed Kindred Spirit not correctly using the Druid's stats when summoned while in Wild Shape
Fixed a softlock that would occur when trying to resurrect an ally with a Barbarian holding the crown while raging. Barbarians can now use magic items while raging, just don't ask them to use a spell scroll unless you want it shoved in your mouth.
Fixed Druid Wild Shape UI showing incorrect HP value if the enemy monster HP scale isn't 100% in the difficulty settings
Creatures charmed by Animal Friendship now disappear at the end of the battle (like Charm Person)
Staff of Healing is now usable by druids and is a universal focus
Fixed Hide Armor +1 and Studded Leather +1 not displaying their proper title once identified
Fixed Wild Shape Badlands Eagles not having 2 attacks per round
Fixed Druids losing their buffs / Kindred Spirit if their Wild Shape goes down to 0 HP
Fixed Aid not working properly with Wild Shape
Fixed being able to use the major Gate to teleport to Caer Cyflen in the middle of the fight with Mardracht
Fixed Pilgrim's & Zealot DoT not lasting the correct duration
Fixed Counterspell Reaction pop-up sometimes not displaying the correct spell slots remaining
Fixed Guiding Winds not being applied when attacking an enemy with a spell attack
Fixed Acolyte, Veteran, Highwayman & Guard not being targetable by Heat Metal
Fixed "Stop Rage" being displayed in the combat log as ActioneStopTitle (lol typo)
Fixed creatures not being damaged by Spirit Guardians if they entered the AoE with a charge (as opposed to moving normally into the AoE)
Fixed a falling column in Monastery not pushing the PCs aside when it fell, effectively blocking them forever.
Added feedback in the combat log when Kindred Druids use Share Pain
Fixed Stone Resilience temporary HP not being removed when Stone Barbarians stop raging
Fixed Drained status (lower maximum health) being transferred to the animal form when using Wild Shape
Fixed Wall of Thorns dealing piercing damage instead of slashing damage when moving inside it
Fixed a rare instance where the mouse cursor could disappear when an error pop-up appeared, making it seem like the game froze
Fixed Dimension Doors destination visual feedback being restricted by Line of Sight
Druids, Sorcerers, Wizards & Clerics now start the game with a spell focus equipped
Fixed Charm enemies not dropping loot at the end of the fight, potentially preventing quest items from dropping
Fixed a rare issue where characters could lose their animations if a cutscene started while they jumped (how does that even happen)
Fixed Minotaurs' successful charge pausing the fight for several seconds.
Fixed Carried by the Winds still triggering when the Wind Druid's spell is counterspelled
Fixed Scroll Scribing not displaying the correct information
Fixed Bracers of Defense being sold for dirt cheap
Fixed dying enemies vanishing before their death animation played out completely
Fixed Savage Attacks not using the correct weapon dice when using versatile weapons two-handed
Fixed Heat Metal VFX not appearing when re-applying the effect on subsequent rounds
Fixed portrait not being updated when deleting and recreating a character with the same name but different face
Fixed Reckless Attack giving Barbarians advantage until the start of their next turn instead of the end of their current turn
Fixed items being too large when held in hand in the inventory viewer (those are some MASSIVE candles)
Fixed Twinned Guiding Bolt & Levitate being interrupted on both targets when one dies
Fixed traps being triggered by proxy spells (like Sunlight or Fog Cloud)
Fixed Rage damage being added when attacking using DEX with a finesse weapon
Fixed Unarmored Defense stacking with Mage Armor
Fixed Flame Blade not using WIS as spellcasting ability for attack rolls when cast by druids
Fixed Spell Focus not properly displaying their type (Arcane / Divine / Druidic)
Component Belt, Component Pouch, Component Bracers are now Universal Spell Focus (can be used by any class)
Fixed Druids playing their idle animation instead of combat animation if entering a fight in animal form and reverting to human form while in combat
Added sound when dropping items on the ground
Fixed a sequence break in the Wanderer Background Quest that could prevent the player from triggering the final fight
Fixed a rare instance where Druids would be stuck in the ground in animal form after loading a save (what the...?)
Fixed certain monster AIs not properly taking into account their movement range when deciding on an action
Dungeon Maker: Fixed ContentType sometimes disappearing from the .json file
Dungeon Maker: Fixed some doors not being compatible with Activators in Town Interior environment
Dungeon Maker: Fixed shadows flickering rapidly under certain conditions in Town Exterior environment
Dungeon Maker: Fixed the Merchant icon behaving strangely when a combat triggers nearby
Dungeon Maker: Fixed Entry Activators activating right as the player finished loading, even if they didn't click continue
Dungeon Maker: Fixed the "Y-shaped Wooden Beam" not being correctly restricted to walls
Survey - Looking at a future of (Tactical) Adventures!
Hello everyone!
For those of you who don't follow us on social media, we've just released a Community Survey yesterday to better understand what sort of games you - our community - enjoy playing! Now don't you worry, we are still working on Solasta as we speak (more on that soon!) - however, we're also taking the time to look at the future of Tactical Adventures, and we want to know your tastes before we walk down a new path! But before that...
Well at least SOMEONE is enjoying the cold weather out there.
Looking at a future of (Tactical) Adventures!
So what's that all about? Well before we go into details here is the survey link (closes end of November): https://forms.gle/9pVa6MoBx1TuNXUYA
Alright, so! Let's talk a bit about game development. As you all know, making a game takes a lot of time... and often quite a few people too! People with different areas of expertise, meaning you can't really ask a Concept Artist to start fixing bugs all of a sudden. While Programmers & QA are still on the prowl hunting down bugs and fixing them after the game launches, Level Designers may be working on new maps for a future DLC. Meanwhile, the Creative Director is already writing down ideas for potential future games. All of that to say, not everyone will have the same tasks during the life cycle of a game.
Game companies rarely keep working on a single project once their game is out, as not everyone has a lot to do in post-launch! So, since most studios want to keep everyone active and involved, some folks are going to start digging at new projects. And that's where our survey comes in, we're curious to know what you guys like when you're looking for new games.
But... but what about good ol' Solasta? Cheer up, this does not mean we're taking it behind the barn. Like I said earlier each member of the team has different work to do - and most of us are still deep in the Solasta hole! You can always find us on our Discord Server if you have questions, we do pass by from time to time to answer questions^^
Alright folks, this is the end for today! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.
Article by Tactical Myzzrym
Hotfix Version 1.2.12
IMPORTANT: MAC PLAYERS
Problem should be solved! You should now be downloading the proper version on Mac as well (previously the game was attempting to download v1.1.34 instead of v1.2.12, which would of course break everything)
We're getting reports that some Mac players are getting issues loading into the game after this hotfix. If that's the case for you, please use the previous_version branch to revert the hotfix. Simply go to your steam library, right click on Solasta and select properties. Then, go to the BETAS tab and select previous_version from the drop down menu, and then restart Steam.
Changelog
Fixed a minor issue that could happen when swapping weapons in the menu
Fixed an error that would occur when saving/loading after a Druid would revert from Wildshape due to losing all their HP.
Fixed a crash that could occur when trying to load a cutscene or leave a location while concentrating on Sunbeam (spell)
Removed the ability to drop Produce Flame & Flame Blade on the floor to avoid weird quantum shenanigans from happening
Fixed an annoying bug that would make a Fighting Style disappear if you cancelled the level up process after choosing one.
Fixed a potential skip in Lava Forest that would break the quest flow if you teleported through a hidden path.
Potential fix for Mac issues with Volumetric lighting glitch.
Improved stability by fixing some minor glitches happening in the background (invisible to players, but we do receive small error messages on our end :D)