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Dev Update #10 - Class Spotlight: The Sorcerer

Dev Update #10 - Class Spotlight: The Sorcerer

Hello adventurers!

We’re back this week with a Class Spotlight, featuring the Sorcerer - the eternal rival of the Wizard. While these nerds have to learn magic by reading books and waving wands, us superior Sorcerers are naturally gifted with it. We feel it, we mold it, we bend it to our will. Mastery of magic? Oh my dear, wait until you hear about Metamagic…

My dear, I do believe someone has Twin Cast Polymorph on our offspring. They are quite fluffier than last I saw them. 

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!

It’s just in my blood…

Ahhh, the Sorcerer. Always compared with the Wizard - and for good reasons! Both are arcane spellcasters with access to very similar spell lists, which can sometimes make them hard to differentiate for newer players aside from their theme: Wizards being the studious spellcasters who scale off their Intelligence, while Sorcerers are natural born geniuses who rely on their Charisma. 

The consensus has always favored Wizards over Sorcerers however, as the former can learn an infinite amount of spells and thus become incredibly versatile, while the latter is stuck with learning only two spells per level. It turns out these nerds have unlocked the legendary power of LITERACY - truly the most overpowered skill in existence. 

During the 3.5e era, this was counterbalanced by the fact that Sorcerers could cast more spells per day - but this is no longer the case in 5e. Instead the class now focuses on Metamagic by making the feature more easily accessible (previously it would require you to upcast the spell, meaning you had to sacrifice higher spell slots to cast weaker spells with metamagic). Sorcerer subclasses also often allow them to dip their fingers into other spell lists - with the most well known on Tabletop being the Divine Soul Sorcerer who can tap into Cleric spells. 

Now for those not familiar with it, Metamagic is a very powerful tool. While newer players may be attracted to Empowered Spell or Quickened Spell seeking to deal more damage, veterans often eye Heightened Spell and Twinned Spell to ensure their opponents end up skipping their turn paralyzed, charmed, frightened or affected by any sort of annoying debuff - a foe that’s almost dead can still hit as hard as one that’s full HP, but a foe that’s stunned is effectively non-existent until the condition is removed. 

The 2024 edition also further pushed the differentiation between Sorcerers and Wizards by giving them the Innate Sorcery feature. Long story short, the idea here is: Wizards are more versatile and have access to a wide array of spells, but Sorcerers are just better at casting theirs. 

The Sorcerers of Solasta

Alright, now that we’ve talked about the class, let’s take a look back at our subclasses from Crown of the Magister. How did they hold up compared to the rest?

Draconic Bloodline (SRD)

Usually when we look at an SRD subclass, it’s the “vanilla flavour” of that class. Think Berserker Barbarian who is the embodiment of “I use Rage and I hit people”, or Life Cleric filling the classic healer fantasy role. But for Sorcerers… there isn’t really a “standard” Sorcerer, is there? 

Draconic Bloodline is pretty close to that though - a clear ancestry giving them access to magical powers, brimming with prestige and strength (who doesn’t like dragons?). It is also easier to picture than more esoteric archetypes like Aberrant Mind or Storm Sorcerers (my grand-grand-grandpa was a Dragon vs I was born during a tempest on a sinking ship somehow infusing me with the power of wind and lightning). This thematic simplicity was a boon when it came to work on facial features exclusive to Sorcerers - just add some dragon scales! 

While we usually like to keep our SRD subclasses as close to Tabletop as possible, we decided to give Draconic Sorcerers Origin Spells. Origin Spells are an addition to more recent Sorcerer archetypes, helping to mitigate the feeling of being too limited in known spells (2014 Sorcerers know less spells at level 20 than Paladins, a half-caster class!) - and we thought that was a great idea to give that class a little boost.

Other than that, Draconic Bloodline is fairly straightforward - nothing overly exciting here. You basically get a permanent Mage Armor with Draconic Resilience, saving you a level 1 spell slot and more importantly allowing you to learn another spell instead. You also are a little beefier with +1HP per level, which is never bad when you’re rocking D6 Hit Dice. 

At level 6 Elemental Affinity and Draconic Resistance give you a little more damage and resistance when dealing with your ancestor’s element, and much later at level 14 you gain the ability to permanently fly (which in Solasta is pretty cool, it does put you out of reach of many more devastating melee attacks). Also before I forget: we did give them some of the best spells with Shield and Counterspell which turned Draconic Bloodline from an already pretty decent archetype to a really good one.  

Final Verdict? While not the most exciting subclass, Draconic Bloodline did its job very well. Some might say it lacked the fun and wonders of the other archetypes and didn’t give you many new tools to play with, but you could never go wrong with it - it was rock solid. 

Child of the Rift (Crown of the Magister)

Hohoho, the Child of the Rift. Where to start. Let’s say that most of you were very quick on picking up an oversight that came with Offering of the Rift. But let’s leave that for later and start with an introduction of the subclass.

Our initial idea regarding our sorcerer archetypes was that each would have an underlying connection to a type of magic: Arcane, Divine, Primal (which was something One D&D toyed with during their playtest, but ultimately dropped). Draconic Sorcerers being related to dragons whose greater intellect often allow them to become powerful spellcasters, were given Arcane Origin Spells. Mana Painters, who draw Mana from the very land they walk upon, would be given Primal Origin Spells. Finally, Children of the Rift, whose power comes from the very cataclysm that brought Gods to Solasta, would have access to Divine Origin Spells.

The first feature, Rift Magic, was an attempt at translating the supernatural instability that is the Rift into a power, allowing them to sometimes cast spells for free. However its low chance of happening and more importantly, its relatively low impact made it… not very satisfying. An immediate comparison that comes to mind is Wild Magic Surge, which solved both these issues: you can force it to trigger with Tide of Chaos, and its effect is much more entertaining - even if it’s not always positive, it’s sometimes to remember! On the other hand, “I can cast one more level 2 spell, yippee”... Rift Magic was just not enough in its existing iteration.

But let’s not be discouraged by one dud. Rift Deflection came next at level 2, giving you a proactive defensive power in exchange for sorcery points. Although powerful as it protected you against both attacks and spells with saving throws, it was balanced by not being a reaction, making you preemptively use a bonus action if you thought danger was coming your way. A very strong tool for survivability!

But wait a minute… A level 2 subclass feature on Sorcerer?! That’s not in the books! The story here is that early on we designed features using Sorcery Points, but only remembered later that they are unlocked at level 2 (since Sorcery Points = Sorcerer Level, we kind of glossed over that…). Now, we could have just removed those extra features, but considering the original Crown of the Magister 1.0 release was capped at level 10 and Sorcerers only unlocked Subclass Features at level 1 and 6… we decided to make a little exception and keep them so each archetype could build a stronger identity.

Now, you were waiting for it - Offering of the Rift came at level 6. By sacrificing max HP you could regain Sorcery Points, and you would only get those HP back after a long rest. Again, the feature drew upon the theme of the Rift requiring sacrifice and giving power in return… But then came the exploit. Greater Restoration removes any effect reducing one’s max HP. And you know what Cleric spell Children of the Rift get in their Origin Spells at level 9? That’s right, Greater Restoration! 

This effectively gave Children of the Rift infinite spell slots. You’d use up your spell slots, convert your Sorcery Points into new spell slots, sacrifice your HP to get Sorcery Points again, and cast Greater Restoration. There you go, as good as new! This incredibly overpowered loophole catapulted the archetype to the front of the power chart - as long as you got to level 9. 

The final feature at level 14, Riftwalk, gave you free Misty Steps with very minor force damage on arrival a few times per long rest. A nice little power as mobility is always great, especially when you don’t have to spend spell slots on it - but nothing really new. At the end of the day, the star of the show was Offering of the Rift and the Origin Spells. 

In the Sourcebook version we completely reworked the subclass to power it up while removing the exploit, slightly altering the angle from which we addressed its theme. Instead of honing into the raw, unstable and dangerous aspect of the Rift itself, we leaned into the idea that the Child of the Rift’s power came from the fusion of a soul from Solasta and Tirmar through the Rift. 

Rift Magic was transformed into Between Two Worlds. It now gave expertise in two skills, languages or tools of your choice, which could be changed after each long rest - the Child of the Rift would tap into souls from Tirmar and could therefore gain temporary understanding of any skill. It improved their versatility outside combat, which is always a good thing as the Sorcerer small spell pool limits their choices. 

Rift Walk moved to level 6 and now triggered whenever you used Metamagic to cast a spell, building upon the Sorcerer’s core identity instead of being another standalone power with its own resource to track. Rift Deflection moved from level 2 (since RAW Sorcerers don’t get subclass features at level 2) to level 14, changing from bonus action into reaction to avoid having to gamble your precious Sorcery Points away to prevent damage that may or may not come your way. In exchange, its power level was also lowered - it now granted damage resistance to a damage type of your choice until the start of your next turn, reducing instead of completely negating it (by making the enemy miss or by succeeding your saving throw). 

Final Verdict? Probably one of the best themes when you take into account Solasta and its history, and good ideas that probably just needed a little more time in the oven to make sure all the kinks were ironed out. The original version was obviously overpowered past level 9, but the reworked version has a lot of flair with a constant flickering around the battlefield to reward the use of metamagic. 

Mana Painter (Crown of the Magister)

The Mana Painters are a middle ground between the “safe but kind of standard” Draconic Sorcerers and “broken combo” Children of the Rift. Drawing their power from the mana swirling around them, they had access to a few Druid Spells in their Origin Spell List. 

As a subclass, Mana Painters had excellent survivability due to Mana Absorption, their level 1 feature which allowed them to use their Charisma Modifier for all their saving throws. This was only possible because Crown of the Magister did not have multiclassing in mind, as a level 1 dip Mana Painter would make any Paladin insanely powerful with both Mana Shield and Aura of Protection. This made the subclass very front-loaded, with its most powerful feature - and arguably their identity - at level 1.

At level 2, Mana Painters got access to Mana Drain, a high risk, unfortunately not high reward attack that would make them regain Sorcery Points if successful. While the idea was interesting (encouraging a range class to go into melee for a reward), the balance wasn’t good enough here: the damage was low and did not scale with levels, and it would only give back a single sorcery point. This made Mana Drain not worth using.

This is especially the case since at level 6, Mana tap would allow you to regain half your maximum Sorcery Points after a short rest once per day. Now you might start to see a pattern here - the Mana Painter was supposed to be the Sorcerer with an overabundance of Sorcery Points, since they constantly draw mana from the land. This defining feature was supposed to be their greatest strength, but unfortunately got overshadowed by the Child of the Rift infinite Sorcery Points exploit. 

The last feature was the level 14 Mana Balance, which would make them regain 5 HP per Sorcery Points spent. Again, the issue we ran into was that regaining HP is a reactive power, something you would want on a frontliner like a Fighter or a Monk, not a Sorcerer. And without the ability to generate Temporary HP, most of the time Mana Balance would do nothing. It was a nifty tool in case you got targeted and needed a bit of healing, but you had little control over it. 

In the Sourcebook version we had to make a few tweaks, notably to prevent the level 1 dip exploit. Mana Absorption was moved to level 6, requiring a significant investment to unlock (while also not arriving too late as it’s their archetype-defining feature), getting replaced at level 1 by Mana Shield which grants Temporary HP equal to 3 times the level of the spell cast, helping Sorcerers build a little buffer in case they get targeted (instead of waiting to get walloped and heal afterwards). Mana Drain moved to level 14 as a reaction, highly empowered to give more flavour to the subclass. It would weaken a spell you see being cast, halving its damage and allowing its target to roll saving throw with advantage, while also regaining a number of sorcery points equal to the level of the spell cast. 

Final Verdict? Again, a very interesting theme and good underlying ideas. A few tweaks and a buff to Mana Drain was all it needed to express itself fully. It’s just a shame the Mana Painter couldn’t shine with their overabundance of Sorcery Points due to the Child of the Rift exploit. 

Haunted Soul (Lost Valley)

Let’s be honest, Haunted Souls had a fair share of issues. While a lot of Lost Valley subclasses ended up being fan-favorites, we got a little stuck with the Haunted Soul. We had the theme figured out - drawing power from malevolent spirits, making them lean into Necromancy and Fear effects… but then realizing that not a lot of Necromancy spells were implemented in Solasta 1. 

This made us create very “spell-oriented” features for the Haunted Soul, as if they unlocked subclass-specific spells. Level 1 Spirit Visage would be a Bonus action “spell” that would force a target to succeed a Wisdom Saving Throw or be frightened until the start of your next turn. Level 6 Vengeful Spirits would be a Bonus action “spell” that was basically a long range Spirit Guardians that you could move once per turn. Only Level 14 Soul Drain broke the pattern by making you regain 1 Sorcery Point whenever you killed a CR1+ creature with a spell of level 1 or higher. 

In the Sourcebook, we tried to move away from that sort of design. Spirit Visage was replaced by A Helping Hand, giving you Chill Touch for free and allowing you to cast it as a Bonus Action whenever you cast a spell of level 1 or higher. That spirit haunting you is giving a hand, literally. 

Vengeful Spirit also changed into giving you resistance to necrotic damage and allowing you to use your reaction to spend sorcery points and haunt your attacker when you get damaged, making all attacks targeting them roll with advantage until the end of your turn. Clearly delivering on its name, Vengeful Spirits!

Lastly, Soul Drain was simplified to be a singular use power per day. By touching the body of a creature that died within the last minute, you could regain up to half that creature’s number of Hit Dice in Sorcery Points. A little more sinister and requiring a conscious action rather than passively draining Sorcery Points in the battlefield by mowing down enemies with spells!

Final Verdict? Honestly, although its original design made a little bit of a faux pas by filling it with spell-like features, Haunted Soul wasn’t bad at all. It did not scale well, but for Tier 2 campaigns it did its job well. Flavour-wise, we like it! Especially on Tabletop, we could see it thrive as it has a pretty juicy thematic. 

The… ??? (Solasta II)

Unlike Knut and Daisy who both teased the Solasta II Rogue and Paladin subclass in the Steam Next Fest demo, Joralas was a Mana Painter! Here’s a little secret: The Sorcerer’s new subclass oscillated between two different themes - so it needed a bit more time in the oven before we decided on which we wanted to go with. But this is a story for a future article!

Article by Tactical Myzzrym

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1 April 2025
Of Quills & Ink Contest has ended!

Of Quills & Ink Contest has ended!

Hoy hoy my good people,

You've been many to participate to March's Community Contest, Of Quills & Ink - so many that I had to ask for help reading through all your submissions, something that never happened on Crown of the Magister! If anything we're a little sad that so many good reads willl not make it in, as ultimately we will have to select a handful of winners. Thank you for taking the time to make this event a success, we'll come back to you soon(ish) with the results!


You who win shall become... King. Odin decrees it so.

Don't forget to wishlist Solasta II on Steam - it helps us a ton!

Article by Tactical Myzzrym

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25 March 2025
Steam Next Fest AMA Recap

Steam Next Fest AMA Recap

Alright!

It’s finally time to get around answering your queries from the Steam Next Fest AMA event. Get ready for us to go over a list of 30+ questions, as we will be answering each and every single one of them - and this time with directors from each department stepping in!


Directors when they receive my mail with 32 questions to answer.

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!

Steam Next Fest AMA

Will critical hits / misses have any special visual effects on the dice roll on screen? What about the damage dice rolls resulting from a Critical hit? (from LJ the Brave)
Mathieu (CEO): This is an interesting suggestion! Depending on the time we have at hand (which isn’t a lot), it might be a little time consuming to create new VFX for that but we could try to look at better UI feedback, camera shakes and the like. 
 

Will Solasta 2 have a higher difficulty, with more/unique enemies or with more/unique abilities, comparable to the changes of honour mode in BG3? (from Bloody Val)
Karim (CTO): We plan on having customizable difficulty settings so that you can fine tune your experience to your liking, similar to Solasta I. If all goes according to plan, this should in turn impact the ruleset and basic AI behaviour. Regarding unique abilities like Legendary Actions, they represent quite a large time investment to implement so we believe everyone should get to enjoy them regardless of difficulty. 
 

Are there any internal discussions or plans to develop a sourcebook for use as a setting for a tabletop/VTT D&D 5e Solasta II campaign? (from DiceWrangler)
Emile (Com. Lead): We are indeed considering it. We already released a Campaign Sourcebook for Solasta I (available on Modiphius’ website), so we’d love to publish another one for Solasta II. That being said, creating a Sourcebook is very time consuming - and as you know, we’re already very busy developing a video game. We’ll probably take a more serious look at the question when we get closer to the 1.0 release! 
 

Will there be a supporter pack for solasta 2 as well? (from Liza)
Emile (Com. Lead): It’s very likely going to exist, yes! As a reminder, the Supporter Pack only exists for people who want to give us a little extra to help the studio - it is absolutely not interesting in terms of value, so don’t feel like you’re missing out if you don’t get it. 
 

Will there be an option to make our party characters silent (no voice acting) so we can RP our own voice? (from Vollen_sl)
Mathieu (CEO): This is not planned for now, but I suppose we could add that as an option in the settings. Note that even though it should be an easy thing to do, right now our planning schedules are packed to the brim with important features so even a feature being easy doesn’t mean that it will automatically be added!  
 

Will any of the longer-lived NPCs from COTM, Lost Valley or Palace of Ice make an appearance in this new continent and in the new time period? (from SirRupt)
Xavier (Game Dir.): No, even though it’s still the same world and era, we wanted to bring our players to new faraway lands. While there will be mentions of events from Solasta I, there will not be any returning characters. 
 

Are mounts gonna be a target for an expansion or dlc? (from Fenixy)
Mathieu (CEO): This is unfortunately something we can’t commit to, as it would be a very costly feature to add. That said, one of our programmers managed to fuse a character to a crab while working on something completely unrelated, so I guess technically crab mounts did exist for a brief moment in Solasta 2.
 

Will Flying be just as easy as in Solasta I? (from Ressque)
Karim (CTO): We are hoping we can make flying as smooth and intuitive as it was in Solasta 1, but with a new engine comes a new set of constraints. Just know that we love how flying worked back then, so we hope we can still replicate this as accurately as possible. That said, as long as it’s not implemented we don’t want to promise anything!
 

Will you guys follow BG3’s implementation of the ruleset / features for the development of Solasta II? (from Ryan Rinaldhi)
Emile (Com. Lead): No, although Baldur’s Gate 3 is a fantastic game that many of us have spent countless hours in, Solasta has always based its ruleset on the SRD of D&D 5e. Note that it’s likely that some features will end up similar due to both games originating from the D&D ruleset. 
 

Will Solasta II be optimised for older hardware, and I am screwed and need to upgrade from my GTX 980? (from Itomon)
Karim (CTO): We will do our best to have a quality setting working for older hardware, but I fear a GTX980 will be out of our target minimum configuration (doesn’t mean it won’t work, but it means we can’t promise it will).
 

Will we see the return of custom difficulty sliders? (from Sigismund)
Karim (CTO): As stated above in Bloody Val’s question, yes! We aim to have custom difficulty sliders / options just like in Solasta 1. 
 

Are karmic dice going to be back and on by default? (from Princeps08)
Emile (Com. Lead): Yes, something we’ve noted during the Early Access of Solasta 1 and looking up at other tactical games is that most players have a very skewed perception of probabilities, heavily favouring remembering bad streaks of luck over everything else. 

For example did you know that in XCOM 2 Veteran difficulty, hit chances are multiplied by x1.1 behind the scene? So when the game shows you 50% chance to hit, in reality you have a 55% chance to hit. And if you miss, your next shot has a hidden flat +10 bonus which stacks until you land a hit (as long as your base chance to hit is over 50%). And even with all that (and more!), XCOM2 has a reputation of being hard!  

There are plenty of other examples of games helping the player without telling them to make sure they don’t get too frustrated with RNG. Our take on this was the Karmic Dice setting, though we made the decision of allowing players to turn it off instead of hiding it in the code. 
 

Can we romance the boss? She looks badass (from Papiko)
Emile (Com. Lead): Unfortunately that’s not planned for now!
 

Do we need to play the first game to understand this one? (from Dead)
Emile (Com. Lead): No, Solasta 1 takes place in the same world but it’s not directly related to the story of Solasta 2. 
 

Is the Unstable Nexus from the demo something we can expect in the future Dungeon Maker? (from Agathys)
Mathieu (CEO): That could be interesting, and who knows we might even have different nexus types in the long run. Note that the one in the demo had some complex scripting to destroy stone platforms, so I’m not sure it would be simple to replicate in a Dungeon Maker (though I have seen crazy stuff in community developed Solasta 1 campaigns). Also as a reminder, we can’t promise a Dungeon Maker yet, we still have to scope that feature!
 

Are there plans to eventually bring the level cap all the way to 20? (from LittleFadeleaf)
Emile (Com. Lead): Not right now no, we want to avoid planning too far into the future and focus on finishing Solasta II first. That said, even with DLCs level 20 cap would probably not be something we’d go for. As I explained in a previous article, good high level adventures in D&D are incredibly challenging to run - on Tabletop your party would be zooming around with teleportation and would have enough power to raze entire countries and challenge gods, putting a lot of strain on the DM to adjust and improv’ accordingly. In a video game the options are predetermined, making it potentially frustrating for players - lore wise they have near infinite powers, but the game dictates that they can only do A, B or C. 
 

Seeing so many steam threads asking for language localization, have you considered which will be implemented? (from LJ_the_brave)
Pierre (Marketing Dir.): We’re super thrilled to hear how excited our community is to play Solasta II in their native language. Audio language will be in English only, but texts will be adapted to different languages. Localisation is an important topic for us and for a game such as Solasta II, because it supports our narrative and the gameplay, but also because of the sheer volume of texts (dialogs & answers branching, banters, cutscenes, adventure logs, item description, menus, etc.) that we’re expecting for the final game. Once we have a better understanding of the cost/time/resource we can invest, we’ll probably start working on a first batch of languages that should mirror the ones from the first game, and then expand to new languages depending on community (roaring) requests and opportunities.
 

Will the Dragonborn get a visual overhaul in Solasta II? (from Delta)
Thierry (Art Dir.): Yes, in fact when we started Solasta II we’ve done research and experiments on each species. We’re still iterating on the Dragonborn at the moment, which is why there weren’t any in the Steam Next Fest demo. 
 

Any chance for QWERTZ keyboard layout? (from Gildoriel)
Mathieu (CEO): The plan is to have remappable key bindings!
 

Will the next demo/update come with character customization or a deeper look into classes and subclasses? (from H)
Emile (Com. Lead): We will share more information about character creation and class / subclasses in upcoming articles before Early Access starts, however we do not plan to update the demo (or make a new one) because it would be a huge time investment! Time that wouldn’t be spent working on the final game…
 

Will Siklas be playable as a race for PCs? (from Pomellow)
Eleonore (Production Dir.): This was not in our plans, but seeing how much the community loved Jabori we’ll consider it. One thing is that in terms of narrative, it would potentially cause some issues - though I’m being told elaborating more would be a spoiler! So… not a No, but not a Yes either for now! 
 

Will we be able to customize the PCs personality? (from Pomellow)
Emile (Com. Lead): Yes, we plan to allow you to select personalities during character creation, similar to Solasta 1 (although to a lesser extent). You will have less choices to choose from, but each personality should have more impact in-game. 
 

Is free weapon switching something you intend to keep? (from Pomellow)
Mathieu (CEO): For now we don’t plan to change it as it makes it easier to use and removes the frustrating “oops I switched but I apparently don’t have line of sight and now I’m stuck with a bow in my hand instead of my trusty sword and shield”. We understand it’s less faithful to the ruleset so let us know if it’s something you disagree with. Note that it’d be difficult to make this a toggleable option setting as it does have an impact on how some stuff work behind-the-scenes. 
 

What are the Devs’ take on 5e 2024 Dual Wielding? (from NoWokLurker)
Xavier (Game Dir.): This is a tricky question because the 2024 rules about light properties, weapon masteries (Nick) and the dual wielder feat make it quite complicated. There are those who would rule that a level 1 fighter with Dual Wielder and 2 light weapons including one with the Nick weapon would make 2 attacks with their main action (light + nick) and then an additional one with their bonus action (Dual Wielder) - while others consider that the convoluted wording of Dual Wielder simply means you’re able to make your second attack with a non-light weapon, and that it shouldn’t stack with light. 

In any case, we haven’t decided yet on if we’ll be using the 2014 or 2024 ruleset for now. 
 

Could we get enemy AI that frees its fellow enemies from control spells, like hypnotic pattern? (from Artyoan)
Karim (CTO): I would love to have more interesting AI behaviors like that, which I hope we’ll have enough time to add. If you remember, you could see in the demo one Kobold running to get reinforcement instead of fighting - that’s an example of more exotic AI behaviours that we’d want to have. 
 

Do you plan to use Epic Online Services for the eventual multiplayer for S2? (from Frost CA)
Karim (CTO): Yes, that’s the plan for now - though as far as we know, you won’t need an Epic account to play multiplayer. 
 

Will you add the function that lets you move the party by opening the map and clicking on a location? (from BlackguardRogue)
Emile (Com. Lead): Yes, that’s planned. 
 

Since the story in the Demo is not how the main campaign starts, will you use metrics for popular choices to determine what the canon events are? (from Fawz)
Emile (Com. Lead): Technically none of the events in the demo are canon, as you are sort of playing a version of the main game’s party. In terms of timeline, the demo story would probably be happening somewhere during the early-mid campaign. Although remember, it was a standalone adventure so these events won’t happen in the final game - think of it as an alternative timeline (where the party got TPK’d…) 
 

Will there be upgrades to enemy AI compared to S1? While S1's AI is decent, even supposedly intelligent enemies give you too many attacks of opportunity. They rarely target your casters if you move a little bit out of the way. Enemies often cast too many cantrips, etc. I'd love a hardcore AI mode. (from Blackguard)
Karim (CTO): AI is heavily dependent on creature type and designer will. While we want to have smart tactical AI, our main objective (as it is for some dungeon masters) is to make the fights fun while still challenging the heroes. We will try to balance things so that the AI is and feels smart, but still leaves openings for players to use to not pigeonhole them into that one optimal strategy to reach victory. That being said, we do plan on having the merciless AI make a comeback, and if time allows it would showcase more of the behavior you describe!
 

Will we be getting hand crossbows? (from Sigismund)
Eleonore (Production Dir.): Not currently planned, but depending on if it’s highly requested by the community we could consider adding it in future updates or DLCs. 
 

I was testing a few things and it looks like if you save before a combat round your next roll is locked in. Will it be possible to randomize it? (from Ankou)
Emile (Com. Lead): Yes, that’s the plan. The option setting was just not implemented in time for the demo. 
 

When is a console version expected to be released? (from Ephemerant)
Pierre (Marketing Dir.): For the moment, we’re focusing on the PC experience first. That said, you’ve probably already noticed that the camera, the controls and even the UI are now better adapted for the gamepad. This is an important step for us to anticipate a future console release, and identify where we can implement common solutions vs. console-only features. At the moment, we are exploring our options for console adaptation, so it's a bit early to give you a precise date; but we can already say that Early Access will be PC only. Once the content of the game becomes more and more complete and we’re nearing 1.0, the decision on when to release on console will become clearer to us.
 

Will this game be complete after early access or is the plan to again hold back content to sell as DLC? (from MonoPegasus22)
Emile (Com. Lead): So, there’s sometimes a misconception from players who joined later after Solasta 1’s release that we are “holding out content to sell as DLC” - which honestly, is understandable if you didn’t know about our initial promise. Why does Solasta, a game claiming to be based on D&D, not have all 12 official classes included in the 1.0?

The answer is very simple - budget. Solasta started as a game promising FOUR classes: Fighter, Cleric, Wizard, Rogue. Through our Kickstarter we pushed through 2 other classes - Paladin, Ranger. At the end of the day, we delivered on everything we promised during Early Access - and more! Level 12 max cap instead of 10, a complete campaign, 7 classes by adding Sorcerers for free, a Dungeon Maker for players to create their own adventures and later, even Multiplayer for everyone (with DLC sharing!). 

So, why couldn’t we simply add the other classes for free? Again, the answer is just “money”. As a company we can either just release 1.0 and move to our next game, leaving Solasta 1 as a game with 7 classes - or try to add the remaining ones (and higher level cap) through DLCs to pay for everyone’s salary. And as you all know, we did the latter! 

Long story short, Solasta 2 will be complete after early access just like Solasta 1 was complete after early access. Just make sure you carefully read what our promises are so that you know what to expect from the 1.0 release, we are very transparent on what we can or cannot do. 
 

Are quests going to be time-limited on the rest mechanic or can we play the game at our own pace? (from EE Eternal)
Xavier (Game Dir.) In general we don’t want to put time pressure on the players. There might be one or two key moment where we might think about using time pressure, but we want to avoid at all costs players to play hours before realizing they’re now penalized for having been “too slow”
 

Why does the character switch from wielding sword and shield to wielding the sword 2-handed when attacking? (from Morghy)
Emile (Com. Lead): Very simple, that’s because we did not have the attack animation for sword and shield in time for the demo so it used the two-handed sword attack animation instead.
 

Article by Tactical Myzzrym

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18 March 2025
Community Contest - Of Quills & Ink

Community Contest - Of Quills & Ink

Well, folks.

It’s been a week since the Steam Next Fest ended, and everyone here is back to their station, working hard on the upcoming Early Access build. Looking back and comparing the numbers of Solasta II to our first game, we feel overwhelmed by the amount of support y’all have shown us - seeing our demo in the top50 most played of Steam Next Fest was food for our souls. Thank you again!

We all can sleep better knowing how loved the demo was.

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!

Community Contest - Of Quills & Ink

We’re finally here. The first Community Contest of Solasta II! Grab a quill and fill that inkwell of yours, let your hand glide free across the canvas of words. Would-be poets, it is time to show us your soul; Of Quills & Ink has begun.
 


But you may be wondering - what is this Community Contest? Of Quills & Ink is the first of many community events where anyone can participate to get their ideas implemented in-game. Of Quills & Ink is about lore books and scrolls that you will find in Solasta II. Create a lore item around one of the 10 different themes available, from its name, to its short description, to the actual content of said book or scroll - and those that we like the most will be implemented and available for anyone to peruse. 

Want to participate? Simply click on the image and it will take you to the form!

What are the themes?

  1. Spooky children’s tale warning about a monster
  2. Page of an adventurer’s journal traveling through Neokos
  3. Page of an herbalist book about folk remedies
  4. Page of a faded journal recounting the events of Solasta I
  5. Love Letter
  6. Advertisement for a show, traveling circus, performance or the like
  7. Flyers / Postings one could find on a public board
  8. Angry complain about a late delivery / bad item quality / scam
  9. Unfounded research notes / rumors about Shadwyn’s corruption
  10. Pseudo-scientific research notes about Kobold social behaviour 

These themes are all explained in more details inside the submission form. Note that the length of the text you can submit is at most 1,500 characters (with spaces), so keep that limitation in mind when writing! 

When does it start, when does it end?

It starts now (Tuesday March 11th 2025) and ends in 2 weeks, Tuesday March 25th!

What are the prizes?

Well, have we something for you! Winners get the following:

  1. 1x Steam Key of Solasta II (playable once Early Access launches)
  2. 1x PDF copy of the Solasta Revised Campaign Sourcebook
  3. Their submission will be added in-game
  4. Their name will be added in the credits of Solasta II as Community Contributor
  5. The “Bard” role in our official Solasta Discord Server

Find your inspiration and start writing.

What are the rules?

  1. Please do not participate more than once per theme
  2. Please do not submit text from existing books / games / etc.
  3. Please note that we may slightly adapt the text you submit
  4. By participating, you agree to Tactical Adventures using the content you submitted. The legal guidelines can be downloaded here, if you’re proficient in legalese and want to dig into the document. 

TL;DR: If you submit something, you allow us to use it! Please only participate if you’re fine with all of the above. 

How will I know if my submission is selected?

We will announce the winners in a future news post in the weeks following the end of the Of Quills & Ink Community Contest, and will reach out to them for the rewards around that same time!

Community Stream #07 Friday March 14th

We’re back with March’s Community Stream! As a reminder, we’re now down to one Community Stream per month until Early Access gets closer. We’ll be going over questions that were asked during the Steam Next Fest, some fun data we had in the demo and also check out the first Community Contest together. 

See you on Friday, 10 am PDT / 1 pm EDT / 6 pm CET - be careful, the time slot is slightly different as EU & US do not change to daylight saving time on the same date! 

Article by Tactical Myzzrym

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11 March 2025
Adventurers, what did you do?

Adventurers, what did you do?

Wake up, adventurer.

The numbers, adventurer! What do they mean?! Well, that’s what we’re here to show you. Let’s dive into what you did during this week of Steam Next Fest. How many of you saved the Fishermen? Did Jabori survive the adventure? Did you find the Temple’s secret entrance?

It’s been hard work trying out all of these demos, wasn’t it Sherlock? Take a well-deserved long rest.

Before we start, don't forget to wishlist Solasta II on Steam - it helps us a ton!

Roll out the numbers, devs!

An adjustment to Community Streams’ schedule

As we’re now going to be going full focus working on preparing Early Access, we are going to slow down on Community Streams. While you already know that I could yap for hours every week in front of a camera about game development and D&D, there is unfortunately little I could show on screen without spoiling too much! We’re therefore going from one stream every 2 weeks to one stream per month, with the next one being on Friday March 14th. 

Don’t worry though - once we get close to the Early Access launch, we’ll go back to more frequent streams! There will be plenty to show then. 

Article by Tactical Myzzrym

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4 March 2025
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Our Team

Led by Mathieu Girard, who dreamed of making a D&D game and deep RPGs since his youth, Tactical Adventures’ team is filled with experienced industry veterans.

Brought together by our shared expertise and passion of making games, we are committed to our craft by keeping the studio to a relatively small size of around 35 people, allowing us to remain efficient and focused on creating great games with satisfying gameplay and powerful narratives.

As people who love both video games and Tabletop RPGs, our objective is to deliver a unique experience to players on both computers and consoles. With the support of trusty external partners, we are a united and ambitious team ready to take on our next challenge!

Our Mission

We are committed in giving our players the experience of playing a Tabletop RPG… but onscreen, through the faithful adaption of existing rulesets and the creation of vibrant fantasy settings!

Our dedication in making games together with our community thanks to frequent communication and player involvement is also in line with that goal. The fun of Tabletop RPGs is meant to be shared, and we intend to do our utmost to allow player creativity to flourish.

Want to join us ?

There are no current openings, but if you are really talented at what you do and you would like to join us, feel free to contact us !



Contact

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