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Solasta - Patch 1.16
July 13th, 2021, 19:37
Redglyph spotted the 'Sorcerer' - update 1.1.6 for Solasta: Crown of the Magister:
Sorcerer Update Overview - Solasta: Crown of the MagisterMore information.
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Patch notes here.
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July 13th, 2021, 20:25
Don't try this sauce:
Fixed being able to drink Spider Venom as if it were a health potion. Weirdos.Are people really trying to do that?
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July 13th, 2021, 20:39
They added outdoor areas to the Dungeon Maker. Now just add shops and quest givers and people can start making campaigns.
--
"From knowledge springs Power, just as weakness stems from Ignorance."
"From knowledge springs Power, just as weakness stems from Ignorance."
July 13th, 2021, 21:18
Originally Posted by HastarThe most difficult part will be to add a dialog editor with triggers et cie. I suspect that by default, the way dialogs work in Solasta is pretty pretty complicate to handle.
They added outdoor areas to the Dungeon Maker. Now just add shops and quest givers and people can start making campaigns.
July 13th, 2021, 21:22
Originally Posted by HastarAs long as the Dungeon Maker doesn't support scripting, these campaigns would be shallow.
They added outdoor areas to the Dungeon Maker. Now just add shops and quest givers and people can start making campaigns.
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
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July 13th, 2021, 21:35
Ahhh yes, the cooking continues! The crust is getting firm, the baking should be done shortly.
SasqWatch
July 14th, 2021, 02:18
I finished the game but I wouldn't mind another run-through. I suspect that now I know what I am doing, it won't take nearly as long. There's a pretty "optimal" way to build a party in Solasta's main campaign that becomes… uh, readily apparent after one playthrough.
The sorcerer looks pretty cool and I want to play with one, the Draconic sorcerer and the Mana Painter come with some pretty awesome ready-stocked spells. The telling thing will be does the utility of the class (more spells and a couple abilities) match the sheer usefulness of a wizard's swiss-army knife approach, which is about how it should be in a D&D 5E system.
I really hope they add warlocks and bards one day. The other classes I couldn't care too much about; monks would be an interesting addition I suppose. They have the framework for a "druid" kinda there already with Ranger and Greenmage spells.
Really glad I supported this game. They produced a fun, finished product that did what it promised (turn based 5E ruleset) in a relatively short amount of time, and their development updates include cat photos.
The sorcerer looks pretty cool and I want to play with one, the Draconic sorcerer and the Mana Painter come with some pretty awesome ready-stocked spells. The telling thing will be does the utility of the class (more spells and a couple abilities) match the sheer usefulness of a wizard's swiss-army knife approach, which is about how it should be in a D&D 5E system.
I really hope they add warlocks and bards one day. The other classes I couldn't care too much about; monks would be an interesting addition I suppose. They have the framework for a "druid" kinda there already with Ranger and Greenmage spells.
Really glad I supported this game. They produced a fun, finished product that did what it promised (turn based 5E ruleset) in a relatively short amount of time, and their development updates include cat photos.
--
My mother said that dreams aren't real. But nightmares are.
My mother said that dreams aren't real. But nightmares are.
July 14th, 2021, 03:15
I'm a huge fan of bards, perhaps they'll slip that class in with some additional content down the road.
SasqWatch
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July 14th, 2021, 09:12
Originally Posted by FurtiveNyctophileSomeone is working on a warlock mod, there are a few other ones as well:
I really hope they add warlocks and bards one day. The other classes I couldn't care too much about; monks would be an interesting addition I suppose. They have the framework for a "druid" kinda there already with Ranger and Greenmage spells.
https://www.nexusmods.com/solastacro…ister/mods/120
https://www.nexusmods.com/solastacro…categories/13/
Modding community has been very active on this game since EA.

Originally Posted by vanedorIt would be easier with the same top-down view and a chat box, but if you have to create a cut scene for each conversation, it's making it very difficult. I'm wondering how they'll tackle this with the DM. If they do it at all; that'll depend on how high the demand is.
The most difficult part will be to add a dialog editor with triggers et cie. I suspect that by default, the way dialogs work in Solasta is pretty pretty complicate to handle.
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July 14th, 2021, 16:54
Originally Posted by Redglyph
Someone is working on a warlock mod, there are a few other ones as well:
https://www.nexusmods.com/solastacro…ister/mods/120
https://www.nexusmods.com/solastacro…categories/13/
Modding community has been very active on this game since EA.
It would be easier with the same top-down view and a chat box, but if you have to create a cut scene for each conversation, it's making it very difficult. I'm wondering how they'll tackle this with the DM. If they do it at all; that'll depend on how high the demand is.
It's really to bad about the lack of scripting as it will hold back some really great mods.
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If you don't stand behind your troops, feel free to stand in front.
If you don't stand behind your troops, feel free to stand in front.
SasqWatch
Original Sin 2 Donor
July 14th, 2021, 18:35
Originally Posted by RedglyphI don't think so. The dialog cutscene are all the same or at least highly standardized.
It would be easier with the same top-down view and a chat box, but if you have to create a cut scene for each conversation, it's making it very difficult.
I wouldn't wonder if they have an internal tool where only the dialogue is defined (including text, voice overs, skill checks) and the cutscene is generated automatically.
--
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
July 14th, 2021, 20:22
Originally Posted by MorrandirNot really, they explained in an interview that they've spent an awful lot of time hand-crafting the cut scenes, there is nothing automatic apparently. Not that it would be impossible to automatically set a basic, fixed camera by default, in function of who's speaking.
I don't think so. The dialog cutscene are all the same or at least highly standardized.
I wouldn't wonder if they have an internal tool where only the dialogue is defined (including text, voice overs, skill checks) and the cutscene is generated automatically.
Moreover, because the camera is horizontal, they have to handle the ceiling that may be visible.
Then there's the issue of the voice acting, a cut scene without voice would be quite bad, with only the models and their low-quality faces to watch, and limited to a couple of subtitle lines to read quickly enough.
I see why they chose this presentation but there are definitely more cons than pros. I really hope they add a classic conversation window at some point.
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