Hey there folks! Lost Valley is finally here, and with it comes a ton of free improvements such as the long awaited online multiplayer co-op mode. Also, if you have some friends that want in now you can play together, Solasta is -60% off and Primal Calling is -20% on Steam until April 21st!
2 - 4 Player Online Multiplayer Co-op Mode (Free):
- Free update to all players who own Solasta, no additional purchase required!
- Compatible with both official campaigns (Crown of the Magister & Lost Valley) and Dungeon Maker custom campaigns.
- All save files can be played both in single player and multiplayer (you can continue a multiplayer session alone or invite your friends to help you in a tough fight).
- All content is synced with the host - if they own the DLCs, you will have access to them too while playing with them!
New Features (Free):
- Spellcasting Chants: Your spellcasters are no longer mute when casting spells, and we’ve added an additional spellcasting animation to boot! (you can turn off chants in the option menu).
- Crafting Feats: Tired of having to pick specific background in order to craft potions and magic items? We’ve added two feats to solve that problem!
- Surprise System Overhaul: Now more faithful to the tabletop rules with individual perception checks for each surprised enemy, making fights more even!
- Random Encounter Update: Instead of surprising / being surprised, random encounters will now often be fought more evenly with both parties aware of each other.
Dungeon Maker Upgrade (Free):
- [Quest] Added a Quest Editor. Add quests to your Custom Campaigns to give players specific objectives and reward them with experience and items
- [Dialog] Added a Dialog Editor. Give your Custom Adventures more charm and lore by adding multi-choice dialogs with NPCs
- [Loot Table] Added a Loot Table Editor. Create your own loot tables for chests and monsters to control what the players get
- [Monster] You can now change a Custom Monster's CR and add resistances / immunities
- [Weapon] You can now fully customize weapons with additional damage dice, damage types, saving throws and even conditions
- [Gadget] Added a multiple exit gadget that allows the player to choose which map they go to next
- [Props] Added new props to existing environments, such as trap doors, destroyed furniture, corpse piles, rivers, towers...
New Level 1 - 12 Campaign (Lost Valley DLC required):
- A replayable non linear story with multiple endings, as you will be the one deciding which faction to side with in order to escape the Valley.
- Brand new environments to explore, Lost Valley does not take place in the same region as Crown of the Magister.
- New foes to face, with iconic monsters such as Giants, Hags and Golems who will try to turn your party into mush.
9 New Subclasses (Lost Valley DLC required):
Detailed information about each subclass can be found in this thread
Dungeon Maker Additional Content (Lost Valley DLC required):
- [Environments] Added 4 new environments from Lost Valley: Jungle, Swamp, Valley City & Valley Palace
- [Monsters] Added new monsters from Lost Valley, such as Golems, Hags, Dryads etc...
General Improvements (Free):
- You remember the one time that unlit torch on the wall succeeded its Dex Saving Throw against your Sacred Flame? Yea that's no longer possible, gadgets will now always fail their saving throw.
- +1 and +2 versions of mauls, spears and crossbows are available at last! Now our dwarven weaponsmith will finally be able to go back to see their family.
- Added Conjure Fey to the list of available spells. More creatures to summon! That couldn't possibly go wrong.
- Damaged shared between the Druid and their Kindred Spirit is now shown in the combat log. Now you will no longer wonder when you lost all that health without ever being hit!
- Redeemers now have a proper climbing animation instead of doing a UFO impersonation.
- Druidic focus items can now be found in stores, druids rejoice!
- Flying units can now move through crawl spaces. You no longer need to cancel Fly to crawl through that little hole!
- Arrows and other projectiles are now automatically stacked when opening loot bags. That's our Invisible Servant at work here, pretty neat eh?
- Added a Wand of Identify that costs 500 GP for those poor parties of adventurers who don't have access to this all so important spell.
- High level casters will now prioritize using their more powerful AoE spells first, and cantrips usage priority has been lowered. Lower level casters will also do that if Deadly AI is activated.
- Conjured Elementals no longer attack their summoner if the spell's concentration was broken willingly or if the spell duration runs out.
- Detect Magic can now be cast directly when right-clicking items in the inventory
- Charm Person is no longer completely overpowered in combat. It now forces a target to skip their turn as long as they fail their saving throw on their turn.
- True Seeing now automatically reveal hidden objects.
- Automatic critical hits on paralyzed creatures are now properly explained in the combat log.
- Empty chests are now greyed out in the Blueprint (Minimap). You no longer need to remember what you already looted and what you haven't looted yet!
- Added new textures to +1 and +2 Studded Leather Armors
General Bug Fixes (Free):
- Fixed Druids not being granted Quest XP if they were in Wildshape form. I mean to be fair, how were the quest givers supposed to know they had to give a share of experience to that weird bear accompanying the party?
- Polished the jump and climb animations of Druids when in Bear form, which looked a little wonky.
- Removed non-functional Eyebite scrolls from the game, and fixed the name of True Seeing, Freezing Sphere and Circle of Death scrolls.
- Some monsters had wrong attack modifiers / AC and other values when compared with their attributes. Those little cheaters. Fixed.
- Fixed some weapons not being properly oriented when held in characters' left hand.
- Wall of Thorns now properly deal slashing damage instead of piercing damage. Why? BECAUSE THAT'S IN THE BOOK, THAT'S WHY.
- Fixed the crafting panel not showing everything properly when multiple items finished crafting at the same time.
- Soraks and Werewolves now properly get disadvantage on their saves against Moonbeam. Because that's what the spell's good against. Shapeshifters.
- Fixed Kindred Spirit's stats being based on the Druid's animal form if summoned while Wildshaped.
- Spike Growth no longer affect flying creatures. Because everyone knows Flying-type creatures are immune to Ground Attacks.
- Fixed Brutal Critical not using the versatile damage die when relevant.
- Fixed conjured creatures sometimes appearing as "Unknown" because their own caster was too dumb to know what they summoned.
- Accidently dragging and dropping an item to the same slot it was already in no longer consumes your action.
- Elves and Half-Elves just remembered that Hypnotic Pattern is considered a Charm Effect and that they should have advantage to saves against that spell.
- Action Surge can longer be used when incapacitated as the only thing it allowed you to do was twice the amount of nothing.
- The DM has started to keep track of magic item charges, players can thus no longer keep using magic items while out of charges.
- After re-reading the rules for the hundredth time, the DM also realized that using a spell scroll should prevent the caster to cast a bonus action spell in the same turn. No cheating!
- Multiple damage resistances / damage vulnerabilities of the same type no longer stack.
- Cancelling a proxy action with the Escape Key will now correctly refund the action.
- Fixed Uncanny Accuracy sometimes not working properly for Ranged Weapons and Ranged Magic Attacks.
- Wand of Winter now correctly casts Ice Storm instead of Blight and Wand of Blight now correctly casts Blight instead of Ice Storm.
- Flaming Sphere now correctly gets upcasted when casted by a Shock Arcanist
- Fixed some high level features / spells such as Volley or Eyebite not triggering battles when used on unsuspected enemies. What was that? Must have been the wind.
- Fixed Barbarian's rage resistance not correctly working against magical slashing, bludgeoning and piercing damage.
- Fixed Protection from Evil which was working regardless of the enemy creature type. Should have been named Protection from Pretty Much Everything.
- Fixed Calm Emotion not working properly on allies.
- Fixed pre-made Barbarian Preka somehow possessing the Protection Fighting Style. This change only applies if you delete your existing Preka character file from the folder though.
- Fixed Ogres throwing their mace instead of their javelins. I mean granted Ogres are stupid, but not THAT stupid.
- Fixed Hunter's Mark working with Magic Missile, turning any enemy into swiss cheese.
- Fixed Detect Magic not properly requiring Concentration.
- Fixed Arcane Fury not being properly applied to Sunbeam.
- Fixed Staff of Healing not granting the caster ability bonus that it should.
- Fixed Pendant of the Healer being permanently stuck at zero charge. Surprisingly the players did not find this as funny as the DM did.
- Fixed concentration spells breaking when Druids would lose their Wildshape form.
- Fixed Wildshaped Druids sometimes become completely undetectable by enemies when stealth.
- Fixed Magic Weapon being able to target magical weapons, which did absolutely NOTHING. YOU LOSE. GOOD DAY SIR!
- Fixed any buff / debuff being instantly dispelled the moment the party entered the world map, instead of running its normal duration.
- Fixed Scrolls sometimes not being usable by casters even though they were part of their domain / oath spell list.
- Goodberries can no longer be cast on the world map if the casting conditions aren't met (such as not having a focus equipped)
- Fixed Preserve Life being able to target creatures above 50% HP even though it only worked on creatures below 50% HP
- Fixed being able to cast Levitate or Fly on already flying creatures.
- Fixed grapple characters sometimes not being released from the grapple even after the creature's death. Damn those Remorhaz have strong jaws.
- Fixed Chain Lightning not prioritizing enemies when seeking additional targets. Melee classes rejoice.
- Fixed moving an enemy up or down with Levitate being a free action, leading to very fun tactics such as the "Deep Fryer" where the caster would repeatedly dunk an enemy in and out of damaging area spells such as Wall of Thorns.
- Fixed a few cases where an enemy would freeze in combat for several seconds before starting to act again.
- Fixed... oh lord that one is pretty bad. Fixed the Surprise System in the World Map being inverted. Basically what used to happen is that if your party rolled better than the monsters, you would end up surprised instead - and vice-versa, monsters would end up surprised if they rolled better than the party. This is why late game when your party's perception score became higher and higher you would end up getting surprised more and more often - even more if you were traveling at a slow pace.
- Fixed a few cases where enemies would run back and forth like headless cockatrices
- Fixed dwarves holding crossbows wrong. Don't ask me why, apparently they just didn't know how to properly hold their crossbow. Must have skipped crossbow holding classes.
- Removed Large Monster repellent from stairs which made Large Monsters unable to walk up and down stairs in the past
- Creatures will now play their idle animation after their emote in the bestiary to avoid excessive movement while looking at their stats.
- Unconscious characters no longer have the right to roll perception against characters in stealth.
- Fixed Berserkers being permanently in Reckless mode. Yes they be angry, but everyone needs to chill out from time to time.
- Fixed Gold Dragons not being immune to fire. What is this travesty?!
- Fixed Druids and Sorcerers previously not being able to use Wand of Lightning Bolt
- Fixed Spiritual Weapon action remaining visible even after being used during the turn.
- Fixed Heat Metal adding a duplicate condition every time it was reapplied, granting the target a nice garland of Heat Metal icons on their profile.
- Fixed Heroism being able to target enemies.
- Fixed the Dodge button sometimes remaining visible even after being used.
- Fixed Black Tentacles previously not requiring concentration.
- Fixed Guiding Bolt not showing any visible light on the target, even though it provides dim light.
- Fixed a rare freeze that could happen if a character that is already dying receives more than their max HP in damage in a single strike.
- Fixed an exploit where Paladins could use an infinite amount of level 1 slots for free smites. You get a smite! And you get a smite! Everyone gets a smite!
- Fixed Protection from Energy lasting 24h instead of a single hour.
- Fixed casting spells from scrolls sometimes not taking into account the caster's spellcasting attribute.
- Fixed being able to kill your computer when casting multiple unoptimized Faerie Fire. Since Revivify don't work on computers, we decided to optimize Faerie Fire instead.
- Fixed not being able to cast Acid Splash on adjacent enemies if one of them is large.
- Fixed not being able to mark Brightwall Shield as a focus
- Fixed being able to interact with invisible statues during a certain fight which may or may not involve a dragon in CotM
- Fixed Hurl Flame from Create Flame not being able to be readied as a Cantrip.
Dungeon Maker Bug Fixes / Improvements (Free):
- [Gadget] Added a gadget to remove NPCs from the map
- [Gadget] Added a virtual exit gadget that allows the party to exit the map by interacting with it
- [Gadget] Added a teleporter gadget to teleport characters within the same map
- [Gadget] Exit gadgets can now be activated / deactivated
- [Gadget] Entry activators can now interact with other gadgets
- [Gadget] Stepping on a plate activator will now behave as a toggle (instead of having to stay on the plate)
- [Lore] Lore texts are now recorded into the Journal and can have custom display durations
- [Items] Added some missing Primed Items
- Campaigns / Dungeons uploaded without an image will now default to a Solasta Logo
- Separated the campaign description field into 2 fields: description (campaign lore) and technical info (information for the player)
- Full item name will now appear as tooltip when hovering items in chests
- Activator plates will now be highlighted when Alt is pressed
- Disabled gadgets no longer highlight when pressing Alt
- Fixed an issue where traps would not activate properly
- Fixed an issue that could happen when merchant inventories contained no items
- Fixed an issue that happened where multiple campaign shared the same name
- Fixed Cabinets not having collision
- Fixed Custom Saving Throws & Ability Checks display
- Fixed an issue where some housing props were not properly aligned in the "Town" environment
- Fixed all lootpacks showing "CR 0"
Known Issues:
- If you get the following error message when trying to start a Multiplayer Campaign "Error loading: Could not recover the necessary multiplayer information from other players", make sure to check your computer's clock time. If it's not synchronized properly with real time the security token generated may be invalid, thus locking you out of playing online.
- There's an exploit where you can recruit a very important character (prisoner) too early during the DLC campaign, which makes the game go a little banana if it happens.
- Under certain conditions, the end game cutscene only partially plays out (missing a part) and you will be stuck on a black screen instead of going back to the main menu (you will still be considered having completed the game).
- In a certain boss fight, if the combat doesn't end because a guard is still fighting but you can't find him, he's hidden in a room and you will need to loot the key on the corpse the boss before opening that room.
- Do not add characters such as / or \ in your character's name, it will render the character file invalid.
- Borrowed Luck (Mischief Domain) can be used even when rolling a saving throw with disadvantage
- Elusive Target (Mischief Domain) can sometimes last an additional round
- The area covered by Vengeful Spirits (Haunted Soul) cannot be crossed by player characters
Alright folks, time for you to head into Lost Valley! If you're looking for people to play multiplayer co-op with, make sure to drop by our Discord Server to meet new friends!
Article by Tactical Myzzrym
7 Comments
I have the same problem as Collin, exactly the same situation. After going in circles trying to unstuck Rugan, I also got two more followers from the Forge outpost in the swamp for accepting a mission. Hope you will fix it soon!
I encountered either a bug or a glitch in the “Rescuing Reya” quest. Rose tells me that Reya is captured but, she is at her usual spot and still offers her services. Then, as I transition to the middle city, a battle with some city guards starts with Reya under my control.
After I win the fight, she tells my party that she has a safe place, so safe in fact that the guards that spawned right after the fight was over were hostile and a new battle began. A battle with my party on one side of non-interactable and invincible doors and the enemies on the other side. So, I can’t fight the enemies and the enemies can’t hurt me either.
And on top of all that, this quest starts with no warning and since you fight city guards, makes you hostile with the Dominion. Also, you have to interact with Rose, the NPC that gives you the quest, while being unable to either say no or having a non-combat solution to the quest. The icing on the cake is that you can’t even leave the city to finish other quests, which is understandable as it is an urgent matter.
So, is this a bug or am I doing something wrong here?
I'm having the exact same bug as Letefte. It's a game breaking bug for sure.
I also agree on the fact that the game does not advertise enough the "point of no return" nature of this quest.
I get that attacking a dominion outpost will make them hostile towards me. But the prisonner quest could bedone stealthily, so it should not make me ennemy with the dominion. The way everything unfolds when you reach the city makes it so, though. And you can't even leave.
So right now I have to stop playing because I have to go to the city to advance things, but if I do, I'm stuck with this. THis is likely to happen to everyone too, so a fix is kinda urgent. :)
I think there is a massive bug or something with Rugan the Giant in the swamps in Lost Valley DLC - He originally got added to my party as a follower but wouldn't leave the camp - literally wouldn't even use stairs - then he ported into a cave with us and can't leave. Now I can't fast travel around the map or even leave the map. What the H is going on with this?
I had this problem too. Fixed it by loading az previous save (before getting int he cave) and going to the western exit before doing anything else (there's an exit on the west that Rugan can access), he then leaves the party and you can goa bout your business. Gets the game going until a fix comes out ;)
Careful about thee bug Leftete and I talked aboutt hough, it comes a while after, and this one is game breaking.
Kinda funny they keep fixing all the bugs except the one that turns your Pc/Laptop into a tabletop oven :/. Despite runing the game in barebone graphics. Along with any 3d settings turned down or off via Nvid control panel... This game still turns both my $2000 Pc and my newer $1600 gaming laptop into a furnace. My Pc wont even throttle when i run a benchmark with it overclocked. Yet with this game i have to undervolt the cores as well as opening my case and puting a fan on the motherboard. You guys are doing great things with this game but not resolving the problems that are causing the game to overheat hardware is a game breaker for me :(
I encountered either a bug or a glitch in the “Rescuing Reya” quest. Rose tells me that Reya is captured but, she is at her usual spot and still offers her services. Then, as I transition to the middle city, a battle with some city guards starts with Reya under my control.
After I win the fight, she tells my party that she has a safe place, so safe in fact that the guards that spawned right after the fight was over were hostile and a new battle began. A battle with my party on one side of non-interactable and invincible doors and the enemies on the other side. So, I can’t fight the enemies and the enemies can’t hurt me either.
And on top of all that, this quest starts with no warning and since you fight city guards, makes you hostile with the Dominion. Also, you have to interact with Rose, the NPC that gives you the quest, while being unable to either say no or having a non-combat solution to the quest. The icing on the cake is that you can’t even leave the city to finish other quests, which is understandable as it is an urgent matter.
So, is this a bug or am I doing something wrong here?
What I believe is that it's just poorly written, and, as you point out, comes on you like a freight train. IF you (after being given that mission), proceed to the mid-city, via the blue-outlined "gate", you will come on a big melee between the priestess and the City Guard. Saving her in that fight, opens up a way out of the city for you. Yes, the city guard is still hostile to you, but after killing several of them, they no longer come out to the lower city, so, other than the miserable explanations, I suspect it's working pretty close to as intended.
I've done this three times now, so I'm pretty sure of it :)
It should have been better explained, for sure.
I think there is a massive bug or something with Rugan the Giant in the swamps in Lost Valley DLC - He originally got added to my party as a follower but wouldn't leave the camp - literally wouldn't even use stairs - then he ported into a cave with us and can't leave. Now I can't fast travel around the map or even leave the map. What the H is going on with this?