Solasta: Crown of the Magister - All News
Saturday - September 21, 2019
Solasta - License to use the D&D SRD 5.1 Ruleset
Solasta: Crown of the Magister got a license to use the D&D SRD 5.1 Ruleset:
Wizards of the Coast granted us a license to use the Dungeons and Dragons SRD 5.1 Ruleset!
Great news everyone!
We've now officially received the license to use the System Reference Document 5.1 from Wizards of the Coast, further anchoring our will to make the most faithful video game adaptation with the Tabletop Ruleset to craft the game you are hoping for!
For those who may not be aware of it, SRD 5.1 is an official document with all the necessary rules to play, upon which we will be building compatible Solasta content such as Sub-classes, Backgrounds, Feats and plenty of other things!
Wishing everyone a great week-end, we're also almost up 90% funded!
Solasta - Shaneplays Interview
Shaneplays interviewed the devs of Solasta: Crown of the Magister. You can find the podcast here.
Highlights: Solasta: Crown of the Magister is a party-based, tactical turn-based CRPG built on the Fifth Edition game system and currently in development by France-based Tactical Adventures. Solasta also features verticality in dungeon crawling and has accompanying resources for tabletop RPG play. Tactical Adventures team members Emile and Xavier join to share the details. Plus: Implementations versus adaptations, party-based versus companions and the worst football chat ever
Thursday - September 19, 2019
Solasta - Paladins and Rangers
To support the vote for either a paladin or a ranger class, some more information is provided about these classes and their archetypes in Solasta.
Paladins of Solasta are elite warriors who swore an oath to fight against evil. In addition to weapons and armor, they wield the divine power of their deity.
Between tours of duty guarding temples and other sacred places, paladins wander the world in a quest to spread justice and to uphold their sacred oaths. Bound to their faith by this unbreakable promise, they are granted divine powers and clerical spells, as well as powerful abilities that serve them in battle.
The Oath of the Motherland
Paladins who follow the path of the Motherland are generally lone wanderers who do not find comfort within standard religious tenets.
Oath of Tirmar
These paladins belong to an ancient order, inherited from the Tirmarian Inquisition. Some regard them askance, as they continue to be obsessed with the ancient archenemies of humans from Tirmar, from the time before the Cataclysm.
Oath of Devotion
The “classic” paladin is clad in bright armor and fights for justice, virtue, and order, following the path of honor, courage, faith, and chivalry. Such paladins worship either Pakri, the goddess of the law, or Maraike, the patroness of healing and mercy.
Wanderers of Solasta’s wilderness, rangers are the kind of people who prefer to sleep out in the woods rather than in a town inn, listening to the sounds of nature rather than the chatter of people.
Trained survivalists and hunters, they are fierce combatants but have enough subtlety to be stealthy when needed. Excellent trackers and archers, they can also have the ability to cast spells that channel the powers of nature.
Masters of the of melee and ranged combat, these are Solasta’s supreme predators. Able to track their prey for days through the worst terrain, they dedicate their whole being to the art of the hunt.
Heirs to the high elf archery traditions of the old Empire, these are undisputed masters of their art and the deadliest ranged combatants on Solasta. Their specialized training includes many different techniques.
Used to wandering the desolated Badlands, these rangers know the lore and languages of darkness, traps, and the underground world. They walk without fear where others would hesitate to tread.
Wednesday - September 18, 2019
Solasta - New Class Vote: Paladin vs Ranger!
The latest update announces that you can vote for a new class in Solasta: Crown of the Magister. You have a choice between Paladin and Ranger.
Hello there folks!
You were many to ask for it, and we promised we'd give you a glimpse into the additional content we're intending to bring with the Kickstarter Campaign's completion! Starting now until Sunday 22nd, your votes will decide which class will be added first in Solasta: Crown of the Magister!
As a reminder, this additional class will be unlocked when we reach our Kickstarter Funding Goal of $200,000 / 180,000€.
Where to vote?
- Facebook: https://www.facebook.com/TacticalAdventuresGames/posts/481675279342440
- Twitter: https://twitter.com/tct_adventures/status/1173964118891597826
- On our Official Discord Server
You have one vote per platform! We will count the votes at the end to see the total, so don't hesitate to vote in all three places if you want to see your class win the race!
Thursday - September 12, 2019
Solasta - RPG Crawler's First Look
The RPG Crawler checked out Solasta: Crown of the Magister. There are 21 days left until the end of the Kickstarter campaign.
RPG Crawler's First Look - Solasta: Crown of the Magisterloading...
This looks like it'll be a better D&D game than the official ones.
Tuesday - September 10, 2019
Solasta - Meet the Halfling
In the fifth update for the Solasta Kickstarter, the halflings are presented.
The halflings have always had an affinity toward water. Very few folk from other races know, for example, that our young are born in water and are amphibious for the first part of their lives.
According to legend, the halfling race began in the great marshes of Olme Fen, where the marsh halflings still live. The name “Olme” is fen dialect for “home,” and is pronounced in a very similar way.
The Manacalon Empire of the elves could not conquer the fens, and the Cataclysm, while it certainly caused some problems, harmed the halflings far less than other races. Because of this, some scholars snidely claim that halflings have no history, because they never did anything except hide in the fens. In fact, the halflings have a history that is just as rich as that of any other race. While halfling history will not be found in elven chronicles or dwarven archives, every halfling knows enough history to keep telling stories for as long as the food and drink last.
Solasta - Coming to Mac and Social Goals
In a recent update for the Solasta Kickstarter campaign, we learn that the game will also be released for Mac, that they are close to the 50% target and that 2 social rewards have been achieved.
This week-end has been an active one. We've reached not one, not two... But SIX Achievements, unlocking two Social Rewards at once!
- The Wallpaper Pack, which can be found on our Website. Please keep in mind that a lot of these are Mood / Research Environment Art, and may not appear in the final game. They were created to help us visualize the world of Solasta and its different Biomes, and are not necessarily representative of what you will find in-game.
- Iron Man Mode is now Unlocked. This is for all of you crazy people who like challenges, for there will be no save-scumming allowed in this mode! Pray to the gods of RNG that they may treat you well, you will need their support.
Friday - September 06, 2019
Solasta - Demo Update
A new demo version for Solasta has been released that bring more camera options and a few fixes.
Many of you told us that your experience playing with the camera in the Demo was... less than stellar. Well, worry no more! We're coming out with an update to the Demo, with more camera options and a few fixes.
How do I access the New Version for the Demo?
As we don't want break everything right before the week-end, we're currently rolling out the new version of our Demo on a separate branch - meaning that you will need to do some extra step to update your game. Let me guide you through them.
- Go to your Game Library, and right click on Solasta: Crown of the Magister Demo. Click on Properties.
- Select the BETAS Tab. Under "Select the beta you would like to opt into", choose "beta -"
- Close Properties. The new update should now download.
There are now 3 different Camera Modes in the Settings Panel:
- Spring is the new default camera mode. It will follow the party around, but also allow players to move the camera around with the directional keys or simply by moving the mouse to the edge of the screen. If the player is not controlling the camera anymore, after a short time it will drag the camera back to the party.
- Follow is the old camera mode. It will follow the party around, and players will not be able to move it outside combat.
- Free is the last camera mode. It allows the player to move the camera around, and will only go back to the party if the player presses "Tab" or clicks on a Character Portrait twice.
Please give the Demo another go and tell us which Camera mode you preferred!
Reaction Timer is now disabled by default. Solasta: Crown of the Magister being a Turn-Based game, quite a few of you raised the point that there is no reason to add time constraints to certain actions. Note that it can be reactivated it in the Settings (right above the Camera Mode selection)
We've also fixed a couple of issues that you reported!
Currently the Kickstarter has achieved a third of its goal.
Thursday - September 05, 2019
Solasta - A world introduction
In a Kickstarter update we get to know a bit more about the history of the world of Solasta.
Solasta is an old world.
From the mists of history, three races arose: Halflings, Dwarves, and Elves. At the height of the Elven wars, the creation of the Arcaneum, an institution dedicated to magic, marked the birth of the Manacalon Empire, and the beginning of the elves' supremacy over Solasta. The path of empire led to a separation: while the self-named “high elves” sought dominion over the whole world, the ancestors of today’s sylvan elves withdrew to the forests of the east and devoted themselves to living in harmony with nature and resisting the ambitions of their imperialist cousins.
The Empire grew slowly but steadily, spreading out from the elven homelands of the Aer-Elai and conquering the lands that would become known as the Inner Provinces. Few could resist the power of elven magic – but then, the expansion faltered.
The lands of the snow dwarves were harsh, buttressed by cold and high mountains. Strengthened by the neighboring sylvan elves, the Snow Alliance fought the Imperial armies to a standstill, despite their magic.
Tuesday - September 03, 2019
Solasta: Crown of the Magister - Now on Kickstarter
Solasta: Crown of the Magister is available now on Kickstarter. From today until the 4th of October. They are asking for 180.000 Euros and the Early Brid can get the game for just 18 Euros.
At Gamescom, I was shown Solasta: Crown of the Magister by Matthieu Girard of Tactical Adventures, who has been in the industry for 20 years and it has been a dream of him to create an RPG like Solasta, which he has been thinking about for a long time, well before Tactical Adventures was founded, which is about a year ago. He has been a big fan of the Gold Box games and obviously played a lot of games since then, of which Baldur's Gate and X-Com were mentioned. His vision for Solasta is to create a game that mixes the best part of the games he likes. As a basis for the game the 5th edition ruleset is used as described in the D&D Open Game License, System Reference Document (https://dnd.wizards.com/articles/features/systems-reference-document-srd). The game will stay as close as possible to this document, which results in almost everything requiring a dice roll, which means that there will be quite some randomness and the outcome depends on your abilities and on being lucky.
You can also watch the below videos.
Monday - August 26, 2019
RPGWatch @ Gamescom - Solasta: Crown of the Magister
We are kicking off the series of Gamescom articles with a preview of Solasta: Crown of the Magister.
I was shown a half hour of the demo that will be made available during the upcoming Kickstarter for the game. The demo will contain as much as possible of the game elements, features, art and music the game has to offer. The demo is however not a segment of the game, it is a stand-alone adventure specifically made for the demo and to showcase what is possible with the game.
For the Kickstarter their main goal is to build a supporting community and receive community feedback so they can make the best game possible, although it is probably also beneficial to the game if they raise a good sum of money in the process. But, regardless of the outcome of the Kickstarter, the game will be made, even if the Kickstarter would fail to raise the required funds.
Saturday - August 17, 2019
Solasta: Crown of the Magister - Interview @ Morrus
Morrus asked the devs of Solasta: Crown of the Magister some questions:
A Chat With 'Solasta' 5E Video Game Developers
What can you tell us about the world in which this game takes place?
We will be giving more information on the world fairly soon (we plan to introduce our lore during our Kickstarter). We cannot reveal too much, as we want discovering the world of Solasta to be part of the final experience. That being said, Solasta is a High Fantasy universe where players will find most of their favorite playable races, with one notable caveat: they may behave / interact differently than you think, as an ancient cataclysm forged Solasta to its current state.
You might also be interested to know that one of writer is Graeme Davis, one of the original author of Warhammer Fantasy Roleplay back in 1986 - and that he won the Best Writing ENnies at Gen Con this year!
You mention some character types such as a Darkweaver Rogue and a Mountaineer Fighter. Which 5E classes and races can we expect to see in the game?
We would like to include the races and classes found in the System Reference Document of the OGL – though we may not be able to include all of them for our first game. Note however that the SRD only details one subrace per race and one archetype per class, so we will be adding more of those according to our own lore - hence the Darkweaver & Mountaineer. currently we have 4 races / Classes available on our Website: Human / Dwarf / Elf / Halfling, and Fighter / Cleric / Wizard / Rogue. More will be added through Kickstarter.
Wednesday - August 14, 2019
Solasta: Crown of the Magister - AI Basics
In the dev-diary #5 for Solasta: Crown of the Magister you can learn more about the AI basics:
Have you ever wondered how creatures think in video games? Why did this orc decided to attack my warrior, while the other one decided to just hide behind cover? If you have, you came to the right place as I will be shedding some light on what sort of dark thoughts drive the AI of our vicious creatures.
When designing the AI system for Solasta, we wanted to make sure that it would best fit a set of objectives that crystallized what's important for us:
- The AI must be able to choose from a large variety of activities. The 5th edition ruleset is quite expansive, and creatures can have a plethora of actions available to them at any given turn. Attacking, casting spells, getting to cover, dashing, dodging, disengaging, shoving are some examples.
- The AI must be able to evaluate its environment properly. The verticality of our levels, the importance of light and covers must all be considered thoroughly when making decisions.
- The AI must be easy to create and modify. We should not have to alter the code every time we want to tweak some creature’s behavior.
- The AI system must be usable in both turn-based combat and real-time exploration. Maintaining two separate systems should be avoided wherever possible.
- The AI must be adaptable to different creatures' behaviors. Intelligent creatures should not behave the same as creatures that are more feral and sensitive to light for instance.
Thursday - August 01, 2019
Solasta: Crown of the Magister - Let there be Light
The latest developer diary for Solasta: Crown of the Magister focuses on the use of light.
Hello fellow adventurers,
Today I’d like to talk about how we use Light and Darkness as a gameplay pillar and fundamental concept in the world of Solasta.
When you think D&D, chances are one of the images that comes to mind is a group of adventurers exploring a dark dungeon, torch in hand, moving cautiously to avoid traps and ready to draw their weapon the moment a monster jumps out of a dimly lit corner. Infravision - and then Darkvision - allowed some specific races to be more efficient in the dark, and 5th edition rules now clearly explain the differences between Bright Light, Dim Light, Darkness and Magical Darkness.
But this has scarcely been used in video games, notably because of the many problems involved when it comes to player experience. We too had to brainstorm a lot to find how we’d use this in an interesting way: after all, micromanaging light must not become a burden. And we're pretty sure our Art Director wouldn't be very happy if all you see is a black screen the moment your characters toss their torch away.
Ambient lighting is a very important part of our Level Design
To see or not to see
At the very start, we discussed about how to represent each character’s own vision. As you all know, we human beings don't see that well in darkness - but for our elves and dwarves, life at night is a nice painting in shades of grey (as to how many, no one knows for sure).
We thus tried to represent the game based on the current party leader's vision... and you’d always end-up with an elf leading the path. Not that we have anything against elves, but you have to remember that the game ends up in black and white 90% of the time as you don't see colors with Darkvision. So... we decided that what would be displayed would have to differ from what the character sees.
Adapting the Rules
If you thought that was the only challenge when it comes to light, we're just getting started. Most D&D players will already have an idea of this issue, but the difference between a character with Darkvision and one without Darkvision is huge.
If we go according to RAW (Rules as written), a character with no Darkvision can't see anything in the Darkness - so technically you shouldn't be able to see where the enemy is. If your DM isn't playing nice, you'd probably spend a few rounds just trying to find your opponent before even starting to swing at him with Disadvantage. On the other hand, a character with Darkvision treats Darkness as Dim Light - which doesn't do much aside from giving you disadvantage for Perception Rolls. You could run the entire dungeon with a group of Elves without ever busting out a torch, and probably hear our Art Director sobbing in the distance while doing so.
I don't know guys, running the entire dungeon in the dark doesn't seem like a fun time to me.
When we tried to emulate that in-game, it was excruciatingly frustrating - you knew an enemy was right in front of you (because your dwarf can see him), but your human would just be unable to target him because he was in the Darkness. We felt like the player would be punished for simply not having a full party with Darkvision - heavily limiting the interest of having a Character Creation Tool. Want to play Hard Mode? Just have a Human or Halfling in the party.
This is why we decided to seek a middle-ground - a way to make races without Darkvision less inept, and those with Darkvision more reliant on light. In Solasta, the Light System currently works in the following manner:
- Normal Vision: Disadvantage on Perception Rolls & Attack Rolls under Darkness & Dim Light Conditions.
- Darkvision: Disadvantage on Perception Rolls & Attack Rolls under Darkness Conditions.
- Superior Darkvision: No Disadvantage under Darkness Conditions (only for specific Monsters or Darkvision Spell)
With this system, characters with Darkvision will now have Disadvantage in Darkness - meaning they'll have to start relying on Light. To balance it out, other characters will now also have Disadvantage in Dim Light - but they get to "see" in Darkness and can target enemies there. Note that Darkvision does not increase Vision Range - as explained above you'd end up with different Vision Range for different party members, adding artificial layers of complexity to party management.
Streamlining the complexity
During exploration, your perception will be affected by darkness - meaning you'd better have some source of light at hands if you want to detect those traps and secret passages. Darkvision will give you an easier time of course, but you shouldn't forget the rest of the crew - who could very well notice something your Elf / Dwarf missed in the first place.
You'll quickly realize that this is twice as important in battle, as it will affect your accuracy. To keep it simple for the players, in our current system you can see if your opponents are in Bright Light / Dim Light / Darkness by hovering over them, and the cursor model will change to tell you if you'll roll with advantage or disadvantage (or simply normally). Want your Warrior to have his Shield in hand? Better make sure your Wizard has a Light Cantrip for him. By putting a heavy emphasis on Light, it adds a tactical layer to Combat Sequences - using the environment such as glowing stones, braziers or pools of flammable oil to light up your enemies, or rushing in torch in hand so your archer can pick off your enemies from afar. Want to hold a narrow corridor and only your Warrior is still up? Drop your torch on the ground, take out your shield and stand your ground!
Same situation, Human Character has Disadvantage because of Dim Light Conditions, Elf Character does not.
Light as a weapon
Now, it wouldn't be very fair if Light only affected our party. This Gameplay Pillar is called "Light & Darkness", not just "Light" - there is a duality that we want to explore. While adventurers may have issues with pitch black dungeons, the opposite applies to creatures born deep underground, perfectly adapted to the Darkness with Superior Darkvision, Blindsense or even Tremorsense. These creatures will very likely not appreciate having a torch shoved into their face, and some of them will be Sensitive or even Hypersensitive to Light - making it not only a resource to manage, but a deadly weapon too.
Imagine your party of four facing numerous creatures many time their size, kept in check by the light they wield - it’s both epic and terrifying, and this is what we want Solasta to be about. Back from your quest, you’ll enjoy the fresh air and sunlight, only to rest for your next raid underground… and into darkness.
Wednesday - July 17, 2019
Solasta: Crown of the Magister - What is Verticality?
Dev Diary #2 for Solasta: Crown of the Magister explains what is meant by verticality.
Dev Diary #2: What is Verticality?
16 July 2019
Hello again folks! You've been many to ask what we mean by Verticality, so Zaz (Game Director) is back with some answers!
Hello fellow adventurers,
As you already know, Verticality is one of our Core Pillars. But what hides behind that word?
From the very beginning, we decided that we wanted our players to be able to do things other Tactical RPGs wouldn't allow them to. Things like flying, climbing walls without being limited to ladders, pushing enemies over the ridge... and of course we wanted enemies to do the same! Flying, climbing and even burrowing to give your party a rough time. In essence, we wanted to recreate all the crazy stuff you can do in a tabletop game using all the magic and powers of the 5th edition.
Hello good sir knight, may I nibble on your shoulder?
Our engine was developed for this. Our world really is 3D - even the “air” is actually part of the game’s grid - allowing you to accurately track movement while flying. On top of that almost every type of surfaces can be scaled using Spider Climb, and the battle grid even goes below the floor to allow specific creatures to burrow and move underground.
Cubes... Cubes everywhere!
This enables us to create very interesting levels and combat situations, and is the reason why we call Verticality one of our Key Pillars. The world of Solasta has been designed to foster many vertical locations for our players to fully use their abilities to move around in 3D space... and they better be careful, because our monsters will surely do so! In the other hand, one of our biggest challenges is to give the players the right tools to play in this vertical environment. The camera system is critical, to let you see what you need while moving around the battlefield. Efficient controls are also essential, since you will need to give orders not only on a flat grid but also in space.
Our current "See Through" System allows you to see your characters through walls when needed
Expect to experience vertiginous rooms, fight flying creatures harassing you while you try to climb up a fragile flight of antique stairs, fall to your doom when shoved over the ledge by massive monsters, and get your ankle tenderly nibbled on while crossing a sandy area.
Prototype of some slightly more extreme cases of Verticality in Level Design
But how does it work with Stealth? Well, that will be for another time...
Wednesday - July 03, 2019
Solasta: Crown of the Magister - At Gen-Con
Solasta: Crown of the Magister will be at Gen-Con with a pre-alpha build.
You said "We want to see more Gameplay!", we answered "We will do that and more, there will be a demo!". You said "When?" and we answered "Soon!". How soon you may ask? Well... What about... One month from now?
That's right, Tactical Adventures will be at Gen Con 2019 August 1-4 2019, Indiana Convention Center: Hall B, with a Pre-Alpha Demo - which everyone will be able to play at our booth! For those who won't be at Gen Con, worry not - we're still planning on having a Demo available to everyone at a later date!
What will our four heroes find in these ruins?
- The booth will be open from 9:00 am to 7:00pm Thursday to Saturday, and from 9:00 am to 2:00 pm on Sunday
- This Demo Event is completely free of charges, no need for tickets (outside the standard Gen Con Access Badge)
- You don't need to register either, just drop by whenever you want
Keep in mind that this is going to be a Work In Progress, Pre-Alpha Build - so please forgive us if the ride's a bit bumpy at times!
Tuesday - June 25, 2019
Solasta: Crown of the Magister - Announced
Solasta: Crown of the Magister is a tactical RPG based on D&D OGL 5e from Tactical Adventures.
Visit Solasta's Website: http://www.solastagame.com
Solasta: Crown of the Magister is a new upcoming Tactical RPG based on D&D OGL 5e ruleset. Roll for initiative, take attacks of opportunity, manage player location and the verticality of the battlefield. You make the choices. Dice decide your destiny.
Information aboutSolasta: Crown of the Magister
Developer: Tactical Adventures
Play-time: 20-40 hours
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Tactical Adventures