A new update for Solasta: Crown of the Magister goes into spells and city design among other things.
Dev Update #13 - Enter all ye who seek knowledge
Dev Update #13 - Enter all ye who seek knowledge
More information.[...]Power... Overwhelming!
Let's swap things around a bit this time, and start off with spells instead of finishing with them. Our VFX Artist has been very productive these last few weeks, and we have every intention of sharing her work with you! I present to you Frost Bolt, Guidance and Guiding Bolt!
We also have some more spell icons to share! Have fun finding out what spell each one represents. First one to get them all right get a Forum Title from yours truly!
Speaking of magic... Where did our adventurers end up this time? That's more books than you could read in a lifetime... several lifetimes even. I won't spoil too much about this location, but let's say if you expected Solasta to be all about going around caverns murdering orcs and goblins, Wendy you've got a surprise coming to you.
Caer Cyflen Wasn't Built in a Day - Part 2
Oh boy, more Caer Cyflen. Being the main city of our game, it's very likely that we'll keep polishing it while working on Act II and even beyond. That means you get to see it evolve alongside the development team in our bi-weekly Dev Updates! Hopefully that's something you enjoy, make sure you tell us how you feel about that in the comments.
The marketplace is slowly taking shape, now the next step is to add some life!
Fruits and vegetables aplenty! Tonight we feast!
As its name implies, the marketplace is where you will be doing most of your shopping. Fun fact: we used to have all the vendors scattered across the city so that they could each have their little corner with its own ambiance and decorations, but after playing for a bit we realized that running back and forth between the different shops was more tedious than anything else. The first time going around the city was great, but doing that every time you come back from an expedition was excruciating to say the least.
This is also when we decided to reduce the playable area of the city. Now that may sound like a bad thing to do, but think of it for a moment - larger cities don't necessarily make for a more enjoyable experience. Unlike playing on tabletop, you can't just skip the long and boring walk between the city gates and the castle - the DM isn't going to make descriptions of the same streets for 15 minutes every time you come back into town (at least I hope not). Adding fast-travel would be a work-around; but in that case what's the point of making a large city in the first place if players are always using fast travel after the first time? Therefore, we decided to pack most activities in a smaller playable area of the city - less time spent running is more time spent adventuring!
Here you can see the canal before adding the water, we'll have another screenshot ready for you once it's filled!
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