Note: These changes are only available on the Public Beta branch for now.
Removed outdated crafting recipe for scroll of Mirror Image that doesn't work
Made sure a certain Sorak can now be targeted while hanging on the wall
Fixed some AoE spells looking very strange when cast next to walls
Fixed one specific beard being misplaced on dwarven faces
Fixed an issue when two cutscenes were trying to trigger at the same time
Fixed a couple of crashes that could occur during specific encounters
Fixed an issue which could cause the quest journal to break when the player would go back and forth between too many quests at once without completing any of them.
Attempting a hotfix to "being stuck when starting a new campaign". Users affected by the issue should now see a variation of the Intro Movie, though without sound.
Fixed a save corruption issue if a character equipped an Orc Shortbow, Orc Javelin or Ogre Javelin. Saves that were corrupted in this manner should now properly load.
Fixed an issue when loading an Early Access save where a certain cutscene with Merton... did not have Merton in it. Making it very awkward.
Improved a few cutscenes when talking to Merton
Fixed an instance where the Lowlife and Sellsword cutscenes would trigger at the same time
Fixed a rare save corruption issue which could happen when the player saved while a scroll was being scribed
Fixed a sequence break in Dark Castle where players who managed to go through a tree in a certain place could end up getting their main quest stuck. If your main quest is stuck in Dark Castle, you will need to load a save prior to entering Dark Castle / right after entering the Dark Castle location from the World Map
Fixed a rare sequence break in Dark Castle that could happen if players used Misty Step while trying to solve the Maze puzzle.
Fixed a rare issue in Caer Lem where the main quest would not progress after defeating Soraks in combat
Guardian of Faith can now be cast (although it is lacking some VFX for now)
Fixed an instance in the Evocation Main Quest where the door would not open when meeting with Brok in front of the Throne Room to face Arrok.
Fixed some items being deleted by reordering the inventory while trying to sell things at a shop
Banishment should now correctly permanently banish extraplanar creatures when the banished target is the last remaining enemy in the fight.
Ending a fight with a creature controlled by Dominate Person will automatically kill it, instead of having it follow you everywhere (and unfortunately breaking the game in the process)
Fixed an exploit wherein selecting a sub-class during level up, then cancelling the level up process, then using the level up to select another sub-class would grant you the features of both sub-classes
Fixed the issue where shooting a bow with a Dwarf would cause massive delays every time
Fixed a rare instance in Cradle of Fire where none of the characters would have a dialog choice when trying to give back the axe to Radulf, effectively blocking the game
Fixed a rare instance in one Council cutscene where none of the characters would have a dialog choice, effecitvely blocking the game
Remove outdated Scroll of Mirror Image from the game
Fixed Poison Vial acting like a Healing Potion
Finally added Primed Longsword to the Arcaneum Shop
Calm Emotion now only affects humanoids like it should
Fixed a sequence break where obtaining the bones in Aer Elai before entering a fight would block progress on the main quest. If you are affected by this issue, you need to load a save from before you looted the bones
NOT THE BEES!
[previewyoutube="7blp_fW64QE;full"] A huge thanks to @JoCat105 for this fantastic animated video, which only exists because a designer woke up one day and thought "Hey you know what's missing in Solasta? Bees."
Solasta Dungeon Maker Trailer - It's only the beginning
[previewyoutube="017w5Q66OIk;full"]
Create your own Dungeons. Endless possibilities, countless hours of enjoyment. And more features to come in the future!
Solasta 1.0.18 Hotfix
Known Issues (that we're working on)
Do not equip the Orc Javelin, Orc Shortbow or Ogre Javelin - saving while having one of these item equipped will corrupt the save, preventing you from loading it later. These corrupted saves will be fixed in a future patch.
Beards are not always properly affixed to the characters' face
If you're playing from an Early Access save, Bring the Sword back to Merton has a bugged cutscene that prevents you from completing it
Some people have a black screen / weird clouds when starting a new campaign. Workaround here
The Landing Plaza in Caer Cyflen has some new decoration that it shouldn't have
Major Fixes
Fixed a "white dice" appearing when attacking multiple times too quickly
Dungeon Maker: You can now add a Thumbnail to your Custom Dungeon when uploading them by having a .png or .jpg file with the same name than that of your dungeon in the custom dungeon folder.
Fixed AI sometimes using a bonus action to do an additional main action attack instead. AI be cheating. DM does not approve.
Fixed an issue with the Arena Quest where the door could get stuck, blocking quest progression
Fixed magic items crafted or bought from vendors sometimes not being identified. Mystery potion! Gotta love them!
Crafting Tooltip now displays the crafted item tooltip even if missing the ingredients
Fixed some issues with Chinese Localization
Fixed some long duration AoE spells not being visible when cast directly on a character
All in-game backer items are now identified by default
Fixed 6 League Boots incorrectly doubling your movement speed instead of giving you an additional cell of movement
Fixed Dwarven Bread not being equippable. Get that +1 CON Bonus!
Fixed Early Bird not working properly. It showed the initiative bonus but it didn't give any. What a scam
Fixed Cog of Cohh not properly giving +2 CHA
Re-added a missing cutscene in Halman's House
Counterspell can now correctly fail when targeting spells above level 3
Fixed Acid Arrow "acidified" condition sometimes being removed too early
Added Arrow parts to Gorim's Store
Fixed a HUGE missing component of the end game fight. Really huge. Like, physically huge.
Minor Fixes
Fixed female halfling animations going banana and clipping all over the place
Fixed Flying Snakes and Fire Osprey moving multiple times after attacking for no particular reason
Fixed Ray of Enfeeblement projectile moving super slowly
Fixed Strike of Oblivion color to match Necrotic damage
Fixed missing VFX & Light on Sacred Weapon
Added a Dodge animation to Eagle Matriarchs
Changed Crossbow Bolt icons to avoid mistaking them with Arrows
Added an Idle animation in combat to Ghasts
Fixed a certain Schrödinger boss incorrectly being displayed as both dead and alive after loading a save
Fixed a lighting issue on the Character Portrait & Inventory
Fixed an error that could trigger at the end of the Lowlife Background QUest
Tome of All Things is now a Quest Item
Added a missing quest marker to a certain mansion
Fixed attack animation while flying
Fixed Pheromone duration being incorrectly calculated after loading a save
Fixed a tooltip issue when hovering above the Armor Class value
Updated Maul icon
Fixed characters shadows sometimes missing in some cutscenes
Fixed an error that would trigger in Caer Lem if no one can read Ancient Tirmarian (should have paid attention in class)
Fixed some lipsync issues
Fixed some doors not being placed in their correct spot
Fixed a certain backer document not displaying the proper content
Fixed some pathfinding issue in a certain quest late game
Monsters in one specific fight are now immune to lightning. Because teamkilling half of your minions isn't a particular wise move
Fixed one haircut magically hovering above the character's head
Fixed missing quest marker not appearing in the Spy Background Quest
Added missing waypoints to Gallivan & New Empire Embassies
Cleaned up some spell tooltips that displayed unnecessary / wrong information
Revivy & Raise Dead tooltip no longer show "Unknown Effect". We all know what it does. Unknown my butt
Fixed Skybox missing in Monastery
Half Plate +1 now correctly has Stealth Disadvantage
Fixed Mage Armor not being castable more than once
Traps no longer trigger when the attempt to disarm them fail in the Dungeon Maker
Fixed Armor of Survival tooltip not appearing
Fixed an issue where buying back scrolls from merchants could cause a crash
Solasta 1.0 Dev Stream now live + Beta Branch Access!
Hello there folks,
We hope you're enjoying the 1.0 release of Solasta: Crown of the Magister! We're already hard at work on the next hotfix patch, although some issues might take a bit longer than the rest.
Solasta 1.0 Dev Stream starting now!
Come and hang out with us as we discuss the game, the journey up until launch and other nerdy things like game development. 10 am EST / 4 pm CEST, see you there! https://twitch.tv/tacticaladventures
Steam Beta Branch available now
1.0 is no reason to stop working on those bugs and fixes, and so we're releasing a beta branch for those of you who want check up the upcoming update on Steam! Just head to your steam library, right click Solasta, open properties, go to the beta tab and put the password SolastaHotfix
This will give you access to the beta branch asmolupdate which we've been working on for some time since the 1.0 certification process. For those who don't know, we stop working on the 1.0 about a week before the actual release to pass various platform certifications, so in the meantime we've been working on additional stuff.
Known Bugs and Workarounds
With the 1.0 release we've unfortunately run into a few annoying bugs, that we'll be working on to fix as soon as we can:
GOG & Backer Items
Due to the large amount of work needed to maintain several platforms and the fact that the Kickstarter originally only promised a Steam version, creating, testing and maintaining Kickstarter DLCs on multiple platforms was just not viable. As the GOG Backer Key was an additional reward we gave every backer on top of their Steam Key you won't have access to the Backer Items on GOG, only on Steam
Solasta 1.0 Full Launch - We're finally there people!
Hey there folks,
This is it. A little more than a year and a half after our Kickstarter and 7 months of Early Access, we're finally there - Solasta 1.0 is now available on PC. Now the only question that remains is... Are you ready?
We wouldn't be there today without our feline moral support squad
Solasta 1.0 - Available now!
[previewyoutube="bInJgt-DQc8;full"] Solasta is finally 100% content complete and ready to be enjoyed by everyone out there. You will be able to play the entire main campaign as well as experience all the sidequests we've prepared for you! Here is what you can expect from Solasta 1.0:
A full epic campaign that will take you from level 1 to 10
A large amount of sidequests to enrich and gear up your party
Several new and exotic environments filled with dangerous monsters
A full orchestral upgrade of Solasta's Original Soundtrack
Many improvements requested by the community
Less bugs, more stability, better performance
A sizeable update to the Dungeon Maker (still in beta) with 3 completely new environments, new monsters and new gadgets that we'll go into more details below
The 1.0 version is compatible with saves from the March Spring Update, however we do recommend to start fresh to ensure you get the final launch experience of Solasta!
With the 1.0 launch of Solasta, the Dungeon Maker has also received a significant update! Stronghold, Lava Caves and Elven Palace will now join the sides of Necropolis, increasing the number of available environments in the Dungeon Maker to four! Each environment has very different visuals, mood and props available, making them unique in their own right. Just take a look below!
Stronghold - Library
Lava Caves - Mine Tunnel
Elven Palace - Dining Hall
We have also added quite a few new features, such as inner walls to break existing rooms into smaller rooms, activator gadgets to remotely trigger other gadgets such as doors or monster spawns, a key / lock system to allow doors and chests to be opened with specific items, huge and gargantuan monster spawners... If you want to learn more about all of that, just head to the Dungeon Maker Guide!
Solasta Orchestral Soundtrack up for grabs!
Loved the music? The Original Solasta Soundtrack composed Maxime Hervé, containing 23 tracks (MP3/FLAC) from the game, is now available both on Steam and other platforms!
For you collectors out there, our audio partner G4F Records are also going to open pre-orders for the Solasta Vinyl on their website: https://www.g4f-records.com/en/shop/
Kickstarter Backers - How to access your Rewards?
Alright, you've got some free time, drinks and snacks at hand - how do you make sure you have your in-game rewards once your start your campaign?
Q: I didn't even receive my Steam / GOG Key of the game. Where can I find it? A: You should have received a CrowdOx email long ago with your login information. Just log into CrowdOx and you'll be able to find all your rewards there: https://portal.crowdox.com/digital
Q: I can't find my CrowdOx email / information. What do I do now? A: No worries! You can simply request a new mail by entering your Kickstarter email address over there: https://app.crowdox.com/retrieve/tacticaladventures/solasta-crown-of-the-magister
Q: I'm trying to add the key on Steam, but I'm getting a message saying I need the game already installed? A: That's very likely because you're trying to install a DLC before you've installed the game. Make sure you start by adding the game key on Steam before adding the DLC keys.
Q: How do I get my in-game Kickstarter Items to appear in-game and where can I find them? Depending on your Backer Tier, you will receive keys for the following DLCs (cumulative):
Kickstarter Backer Items DLC (18€+ backers): Contains the Early Bird, Dwarven Bread, Six League Boots, The One Ring & Spoon of Discord items.
Digital Kickstarter Content DLC (36€+ backers): Contains the Everlasting Torch item & Special VFX for the Burning Hands & Sacred Flame spells.
You will need to install those DLCs first, and then go to Caer Cyflen. There will be a chest located next to the Monument of the Dead near the Legacy Council, the items will be in there. This should also work on existing saves, not just fresh runs!
Q: Some of these items are not magical / don't do anything? A: Don't forget to identify them! If you don't have a wizard, Hugo Requer can help you (he's located in the marketplace, close to the tavern)
Q: I'm seeing two Burning Hands & two Sacred Flame icons when choosing my spells? A: That's normal! You can choose between the Kickstarter version or the regular version of the spell. They both do the same thing, but the visuals will be different.
Q: What about the other digital rewards? A: So, originally we wanted to have all the digital rewards at launch, but with the amount of work we had to prepare the 1.0 launch we preferred not to rush out them out. The digital rewards available at launch are:
The In-Game Kickstarter Items and VFX
The Supporter Pack Dices (if you're a backer you received a free Steam key of the Supporter DLC)
The Digital Orchestral Soundtrack (Steam Soundtrack, FLAC & mp3 format)
The digital rewards we'll work on releasing in the coming weeks:
The Solasta Digital World Map (psd & png format)
The Dev Documents
The Solasta Tabletop Sourcebook PDF
For the Solasta Tabletop Sourcebook, we will give you an update later on it with the rest of the other Kickstarter Physical Goods. Thank you for your patience!
Q: What about the physical rewards? We'll give you an update in the coming weeks about the Kickstarter Physical Rewards (Vinyl / Adventure Box / Sourcebook). Originally we had intended for them to be sent within 3 months of the 1.0 release, but with the current COVID situation it may take a bit longer - though worry not, we're getting there (we'll release more pictures & info in the next update).
--------------------------- Alright folks, that's all for now! Go and enjoy the game, and thanks again for all your support. If you run into any bugs, please inform us on Steam, Discord or our forums!
Solasta Orchestral Soundtrack - World of Light (G4F Studio Recording)
Hey there folks!
While we're all waiting for the final release of Solasta, here is a little something to listen to. And to watch. Those who followed the project during our Kickstarter campaign may remember one of our stretch goals - an orchestral upgrade to the soundtrack. Some of you might even have noticed that some tracks changed with the Spring Update version. Well, if you were wondering how those new tracks sound and how they were produced, look no further - we have a video for you!
We're desperately working to finish the game despite the repeated attempts to sabotage our productivity
World of Light Studio Recording
[previewyoutube="9ltV2U6Sa9M;full"] Hope you enjoyed the video! World of Light (Main Theme) is part of the final soundtrack, which will be available at launch digitally or for pre-order in vinyl format for you collectors out there. For those who are looking for more information:
Article by Tactical Myzzrym
Solasta graduates from Early Access on May 27th!
Hey there folks! We weren't lying last week when we said that you'd get to know the launch date of Solasta soon :D
Solasta is graduating from Early Access!
On May 27th 2021 after a little more than 7 months in Early Access, Solasta will finally launch its 1.0 version with all the promises made during our Kickstarter Campaign! What a ride it has been, from the small prototype made by the hands of Mathieu Girard (our CEO and Creative Director) in Summer 2018, to the core team of Tactical Adventures shaping up end of 2018, to our Kickstarter Campaign and Ruins of Telema Demo in Summer 2019, to our Early Access launch in Autumn 2020... all of this leading to full release in Spring 2021!
And we wouldn't have made it this far without you, our community, supporting Solasta in your own ways - whether by backing us on Kickstarter, buying the game on Steam / GOG, giving feedback and reporting bugs to help us improve the game, or simply talking about Solasta to your friends! To think that our Discord server, which had less than 200 members when our Kickstarter started now has grown to 5,500 members. Our tiny subreddit with 12 subscribers is now nearing 2,000 subs. And we just passed 3,000 Steam reviews and 45,000 members on the Solasta Steam group!
We'll have more exciting news leading to the final release of Solasta: Crown of the Magister - so keep an eye out for more information!
Frequently Asked Questions - Launch Edition
Since we've announced that our next update would be the 1.0 launch of Solasta, we've seen a lot of questions going around. Considering not everyone has been on the Solasta train since our Kickstarter Campaign, we thought it'd be best to tackle them in a little FAQ so that people know what to expect from the full release of the game!
Will I need to buy the game again if I already bought the Early Access version? No, of course not. If you already own Solasta: Crown of the Magister, it won't vanish from your library at launch - you will simply be prompted to download an update which will upgrade your Early Access version to the full 1.0 version.
How long is the game going to be at launch? Originally we were aiming for around 40h in total, sidequests included - but that number will depend heavily on your playstyle and the difficulty setting of your playthrough. For instance, for those whose Early Access runs already took 30h, you may not be finishing the entire game in 40h - there is a quite a bit of content that was not included in the Early Access version to avoid spoiling the main campaign too much!
Is the level cap going to be level 10? Not level 20? Indeed, it has always been planned that the level cap would be level 10. We've announced from the start that you wouldn't be able to go past level 10 in our first game at launch. There are quite a few reasons for that, as each additional level would require:
So we always knew and said that level 10 would be the limit, given the scope of Solasta: Crown of the Magister. Which doesn't necessarily mean that the level cap will forever stay at level 10 post-launch!
Why are certain D&D classes like Barbarian and Bard missing? Just like with the level 10 cap, we've been clear from the beginning that the 6 classes available at launch would be the Fighter, the Rogue, the Wizard, the Cleric - and the two classes that were added through the Kickstarter Stretch Goals, the Paladin and the Ranger. There is also a 7th class that has already been announced, the Sorcerer, who will be available in a free post-launch DLC for everyone.
As for the other classes, they may be added in future DLCs but we don't want to make any promises before the game is out. That said, trust me when I say that we want to have them in Solasta as much as you do!
Where is the Battle Master Fighter? The Vengeance Paladin? Remember that Wizard of the Coast only granted us a license to use the SRD 5.1, not the full D&D license - meaning that we can only use what's in the SRD 5.1. This includes the vast majority of the tabletop ruleset and most of the classes, races and spells - but only one subclass for each class. This is why you won't find certain official archetypes, feats and spells in Solasta - which we replaced by homebrew content linked to our own setting.
Will my Early Access saves be compatible with the 1.0 version? We are doing our best to not break save compatibility, so you should be able to play the 1.0 version with your existing post Spring Update saves.
Should I start a fresh run at launch? Yes, we heavily suggest you start a fresh run as we will have made many changes between the current Spring Update EA version and the full 1.0 release!
How complete be the game at launch? Solasta will be fully complete at launch! As stated before, we have always been very transparent about what would be in the final version of our game, and you can track our promises back to our Kickstarter Campaign from 2019 - so you can go back and check if you want to.
We know some people have been burnt in the past by Early Access titles that had to release in their current state because they could no longer afford to continue development, but we can assure you this is not the case here - otherwise we wouldn't make so much noise about our upcoming launch, would we!
Can we expect further updates after that? While we don't plan on adding more content to the campaign, we do intend to make sure to keep an eye out for bugs, balance issues or popular improvements requested by the community - we're not going to suddenly disappear. Also, because the Dungeon Maker is a recent addition to Solasta, it will still be in Beta at launch - meaning we will be doing some Dungeon Maker upgrades as well post launch.
Depending on how Solasta performs, we might also work on some paid DLCs - but we have a game to finish first before thinking about that!
Do you plan on supporting additional languages? We can't promise anything for now - our four languages at launch will be English, French, German and Simplified Chinese. That said, we did spot that some community members started to work on a fan translation mod in Portuguese, so you may want to check the modding section of our Discord Server if you want to know more.
Are you going to improve facial animation? We did rework some of the mugs we had in our Character Creator, but the visuals and animation for our character faces won't change drastically. Keep in mind that we're not a story-focused RPG, but a Tactical RPG - where combat is one of our key focus, just like in the X-COM series.
Will you release Solasta on other platforms? Solasta: Crown of the Magister is currently available on PC, but we did plan to have a Mac version developed post-launch. We unfortunately can't commit to a Linux version - unfortunately the Linux player base is simply much too small for a port to be affordable. As for consoles... we'll have to see how it goes!
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
Dev Update #29 - Next Stop, Full Release!
Hello there folks,
I hope you're all enjoying the Spring Update very much, as we are now headed for the final release of Solasta: Crown of the Magister! "And when exactly would that be" I hear you asking - my most humble apologies, this information will have to stay secret... for a bit longer! Keep an eye on the horizon, for you will soon know the date (for you worrywarts out there, I can tell you that it will indeed be this year). Now, for something you were all waiting for... cats!
As stated in the introduction, our next big update will be the full release of Solasta: Crown of the Magister - meaning we'll be leaving Early Access once and for all! Thanks again to all of you who joined us during this journey and whose feedback help us make a better game - you guys (and gals!) are the MVPs.
Here is a reminder of what you can expect from Solasta at launch:
But the train doesn't stop there!
A small preview of the Ruins of Carillach Gar adventure included in the Kickstarter Adventure Box (physical rewards are no longer purchasable)
Peeking Behind the Dev Curtain
I'm sure you're here for more than words. After all, we've got you used to seeing progress, not just reading about it and hoping all of it is true - so here is a sample of what we've been working on the last few weeks!
Additional Random Encounters Maps are on their ways as well!
Our talented 2D Artist is still at it making gorgeous loading screens for every new level we add to the game
Spring Update & Known Issues
For those who may not use the Steam Forums, know that there is a thread listing the Known Issues with the Spring Update version of Solasta over there. And although we'd love to tell you that another hotfix is on the way, it unfortunately won't be so as working on additional patches would put the final release of the game at risk. Now you might be wondering, why is that? Well, first you have to remember that we're a team of... less than 20 people.
Second, if you ask players how they think a hotfix is released, you'll often get the following:
Well that was pretty fast. So why exactly is it putting the 1.0 release at risk? The reality behind a hotfix is... a lot more complex than that.
Now you should understand a bit better why we can't just keep on doing hotfixes while also working on completing the game. But does that mean reporting bugs is useless? Not at all! Here is what we're currently doing:
As you can see, the difference mostly lies in focusing on one single branch and committing to it, instead of dancing between two different ones. While there's probably no developer in the world that enjoy bug fixes not being available to players after having already fixed them, we need to make sure we don't split our focus too much and endanger the quality and stability of the final 1.0 release. This way, we ensure we push Solasta at a better level of quality at launch!
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.
We've just released a hotfix for the Spring Update (for those who downloaded the previous beta hotfix, it's the same - we're just rolling it out on the default branch).
Changelog:
Note: Being unable to cast spells is not a bug, make sure you have a free hand to cast somatic spells or disable the spellcasting component option in the setting menu.
Crashes / Infinite Load:
If you encounter crashes / Infinite Loading screens, here are a few things to check: