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KickStarter Solasta: Crown of the Magister Thread - now with Palace of Ice sequel DLC

J1M

Arcane
Joined
May 14, 2008
Messages
14,745
What even is attune lore wise? Why can you only equip so many "special" items? Does you head explode like Scanners?
5e is a coat of reactionary and imprecise changes on top of 4e ideas.

People complained about magic items having restrictions on activated powers in 4e. The details are less important than the intent. The goal was to let items have powerful effects, but for the presence of those items to not trivialize combat or incentivize a 5-minute adventuring day.

5e attunement is just another method of restricting items. Except instead of being only able to activate a certain number of items in an encounter like 4e, you have to prepare (attune) which items you will activate as if they were Vancian spell slots.

PS: Attunement is a stealth nerf to martials, which is probably why the wider 3.5 and 5e community were receptive to it.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,144
Part of 5E's move towards deemphasizing the powerbuilding of previous editions.

IIRC, not all magic items in Solasta require attunement.
Consumables don't require attunement, and some others don't as well, but by the time I started the final series of battles, I had over twice as many attunement-requiring magic items as slots, after having sold I'm not sure how many. I had six magic items that solely boosted attribute scores and required attunement, which were already occupying half the available slots, and that would be a majority of the slots if I included the Belt of Dwarvenkind that has several different effects. Since each individual character is limited to three attunements, I had already run into the issue of not being able to have one character use all the attunement-requiring items I wanted even before I acquired a dozen of such items. It's a ridiculous restriction that forces you to leave equipment slots vacant because the magic item you want to place in them requires an extra attunement slot that isn't available. And this was without purchasing a single magic item requiring attunement; extremely powerful attunement-requiring magic items can be bought, if you raise your reputation to a high level with the right faction.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
740

IIRC, not all magic items in Solasta require attunement.
That's true, but I'm not sure what decides it.

Artyoan?
There is an ‘attunement’ tag for each item that does but I just assume TA decided based on perceived power gains. There are things like the belt of regeneration or the ring to see invisible creatures that don’t need attunement, which is nice. Also attunement requirements is one of those things that can’t be modified in the DM.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
OK, it's official now:



https://af.gog.com/game/solasta_crown_of_the_magister_palace_of_ice?as=1649904300

https://www.solasta-game.com/news/174-palace-of-ice-full-release-patch-notes

PALACE OF ICE - FULL RELEASE PATCH NOTES​


Palace of Ice Full Release Trailer is now out!

PALACE OF ICE DLC CONTENT:

  • The Palace of Ice campaign is now available in single and multiplayer, a level 10-16 adventure that will take 25h+ to finish!
  • Added save file import for the Palace of Ice Campaign (characters need to be level 12 or below and have no custom items).
  • Added the Gnome and Tiefling to the Character Creator
  • Added Snowy Forest, Dwarven Interior, Dwarven Outdoor and Mountain Cave environments to the Dungeon Maker
  • Added Palace of Ice monsters to the Dungeon Maker
  • Added 3 new Palace of Ice musical tracks to the Dungeon Maker
  • Added 30 Achievements for Palace of Ice
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SOLASTA: LIGHTBRINGERS EDITION

New to the world of Solasta? Grab your torches and join us with the Lightbringers Edition! Get the full experience of Solasta with all its DLCs in a single package - with all the ancestries, classes and subclasses unlocked. Be it alone or with friends with our Online Co-op, enjoy hundreds of hours of playtime through the three official campaigns: Crown of the Magister, Lost Valley and Palace of Ice. And if that's not enough, check out all the Custom Campaigns made by talented members of the community... or become a dungeon creator yourself with the Dungeon Maker tool! The Solasta Lightbringers Edition contains:
  • Crown of the Magister: The original level 1-12 campaign. From fledgling adventurers to saviours of Masgarth, this 40h+ campaign will take you through the Badlands in search of ancient artifacts to stand against a mysterious threat.
  • Palace of Ice: A level 10-16 campaign, it is the continuation of Crown of the Magister and Solasta's last DLC. Venture north into the lands of the Snow Alliance to help your allies and end the Sorak menace once and for all! Also unlocks the Gnome and Tiefling ancestries.
  • Lost Valley: A stand-alone level 1-12 campaign. Trapped by accident in an isolated valley where Manacalon's ancient traditions still rule, the party must find a way to escape by allying with various factions jumping at each other's throat. Also unlocks an additional subclass for each class.
  • Primal Calling: Unlocks the Barbarian & Druid classes, as well as the Half-Orc ancestry.
  • Inner Strength: Unlocks the Warlock, Bard & Monk classes, as well as the Dragonborn ancestry.
  • Supporter Pack: Enjoy additional dice to choose from in the option menu, as well as a plethora of high-quality concept art from the development of the game!

FREE CONTENT UPDATE:


While downloading the update, come and watch the Community Video for more details on the DLC content.

GENERAL

  • Solasta is now playable on Steam Deck! Hurray!
  • AI should now make decisions faster during their turn.
  • Made more optimization changes in all locations which impact the entire game, such as paladin aura or areas with a lot of vegetation.
  • Loot that would drop in unreachable areas (for instance when an enemy is shoved into a pit) will now spawn at one of the party member’s feet.
  • Level 13 to 16 are now available in Custom Campaigns. Note that Crown of the Magister and Lost Valley are still capped at level 12 due to balance reasons and to avoid making the save files incompatible with Palace of Ice.
  • Humans, Elves, Dwarves, Halflings and Half-Elves are all receiving 6 new faces to choose from (3 Male / 3 Female).
  • Incapacitated tooltip now correctly states that it prevents taking action, reaction and movement (unlike the Tabletop rules, incapacitated in Solasta has always been a “skip turn” condition).
  • Frightened tooltip no longer states that target can’t get closer to the source of their fear (this feature had never been implemented so the tooltip was incorrect).
  • The Attunement Menu now separates magic items in each character inventory (instead of showing all magic items) to make it easier to find the magic item you want to attune to.
  • Added feedback when an attuned item effect is not currently active because it is not equipped correctly.
  • Changed the “Allow Attuning Unknown Items” optional setting into “Auto Detect Magic & Identify Items”.
  • Concentration now properly breaks when Incapacitated, Stunned or Paralyzed.
  • Level 5 Spell Mind Twist now affects ALL targets in the AoE instead of enemies only. The spell was just too strong in its current iteration with its AoE CC & damage, overshadowing other spells of the same level and even higher level ones - it’s still as powerful as before but you will have to be more careful about positioning your party.
  • Druid’s Wildshape forms now display the different attacks in the combat UI.
  • Added the Subtle Spell Metamagic (Sorcerer), which prevents enemy from casting counterspell when used.
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ITEMS:

  • Armors now have a different icon depending on the character’s body type.
  • Maul of the Destroyer now stuns for 1 round instead of 1d3 rounds.
  • Fixed one version of the Souldrinker Dagger dealing +1d4 force damage instead of dealing +2d4 psychic damage.
  • Fixed some magic weapons giving +1 ATK bonus without giving +1 DMG bonus.
  • Fixed some magic weapons giving +1 / +2 DMG bonus multiple times (once per damage type).
  • Fixed some magic items not having the correct rarity.
  • Fixed passive magic properties not being active if the item isn’t identified and doesn’t require attunement (according to the TTRPG rules, as long as the item doesn’t require attunement, passive bonuses are active whether you are aware of them or not while active bonuses however need to be identified to be used).
  • Rapier of Harmony can now also cast Haste once per day and its bonus psychic damage can no longer be halved by succeeding a WIS saving throw (considering it needs to be attuned and is limited to Bards, we wanted to give it a little more oompf).
  • Removed class restriction for a few magic items, such as Cheater (dagger).
  • Flaming, Corrosive & Flash Arrows / Bolt now deal +1d4 (instead of +1d6) but no longer allow for a DEX saving throw (I mean the arrow already hit the enemy, that’s what the AC is for).
  • Levitating boots can now correctly be used at will (instead of once per hour).
  • Removed Attunement Requirement on some more situational items (or that shouldn’t need attunement in the first place): Boots of Elvenkind, Boots of First Strike, Bracers of Sparkles, Chime of Opening, Pipe of Haunting, Ring of Darkvision, Ring of Feather Falling, Ring of All Words, Ring of the Ambassador, The Amendment.
  • Added Attunement Requirement on Belt of Regeneration and magic items that give damage resistance.
  • Ring of the Lightbringers can now cast both Shine and Light at will.
  • Fixed Staff of Metis giving +2 to Int Skill Check instead of just +2 INT.
  • Staff of Fire’s spells are now DC 17 instead of DC 13 (Staves in Solasta unfortunately can’t use the caster’s spellcasting DC).
  • Dwarven Plate’s tooltip now properly states that it also grants advantage on Constitution Saving Throws.
  • Ring of Regeneration and Belt of Regeneration now properly state that they work only when the wearer is above 1 HP. Note that this is different from the level 7 Regenerate Spell that keeps working even if the target is reduced to 0 HP.

POISONS:

Poisons are a neat little way to deal a little more damage, but it often felt like it was just not worth the effort. A single vial could take as much time to craft as a magic weapon, and it’s single use only. In combat, the low DC would mean monsters would often succeed their CON saving throw, completely negating the bonus damage. On top of which, many monsters are resistant if not straight up immune to poison damage! So, we decided to make a few changes to help our poison-loving friends a little.
  • Fixed vial version of Deep Pain rolling a Dex Save instead of a Con save.
  • Fixed the vial version of Ghoul’s Caress, The Burden & The Long Night saving throw triggering at the start instead of the end of the victim’s turn.
  • Fixed the arrow/bolt version of The Long Night not allowing for a saving throw at the end of each turn and not having the proper duration.
  • Buffed all craftable poisons to deal half-damage instead of no damage on a successful saving throw.
  • Buffed all craftable poisons CON DC from 10 - 15 to the following based on their rarity:
    • Common (DC 11): Basic Poison (+1d4).
    • Uncommon (DC 13): Arivad’s Kiss (+1d6), Arun’s Light (Blinded), Brimstone Fang (+2d4), Dark Stab (+1d8), Maraike’s Torpor (Poisoned).
    • Rare (DC 15): The Burden (Restrained), Ghoul’s Caress (+1d8 / Paralyze), Deep Pain (+2d8), The Long Night (+1d4, +1d4 at the end of each turn).
    • Very Rare (DC 17): Tiger Fang (+3d6).
    • Legendary (DC 19): Queen Spider’s Blood (+3d8 / Poisoned).
  • All poisons crafting duration have been massively lowered (read Crafting section below, consumable).
  • The Spider Queen will now also drop a Spider Queen Poison Gland required to craft the Queen Spider’s Blood (was previously missing from the drop table).

SHOPS:

As time went by, we’ve come to realize that some powerful items in Solasta simply do not have the correct price. While there isn’t any issue shelling a couple hundreds of gold coins to get a small boost such as boots that gives you +3 to your initiative rolls, being able to set your Strength to 19 for a mere 1,500 gold by purchasing a Gauntlet of Ogre Power is a little too much. Originally, we wanted to have players find most of their magic items through combat and exploration, with shops (and crafting) being here to compensate for poor RNG. As such, we have decided to make some adjustments to the prices of more powerful magic items. Please let us know after playing some more how you feel about it, as it’s possible further adjustments will be needed.
  • Adjusted the price of most magic items depending on their properties and rarity.

CRAFTING:

I’m sure those of you who’ve tried crafting magic items noticed, crafting can sometimes take a long time... a... very... long... time. While the long travel distance between locations often offsets that issue in Crown of the Magister, those who’ve experienced Lost Valley probably felt that quite keenly - with many just deciding to chain multiple long rests in order to finish crafting their magic item. Another problem was that the existing system had some inconsistencies, with some uncommon items requiring up to 48h of crafting while some rare ones only needing 24h. This is why we also decided to make some tweaks to the numbers. Once again, if after playing for a while you feel like some things don’t work out quite as you’d like, please make sure to let us know.
  • Base Duration for crafting has been massively decreased to 10h / 12h / 14h / 16h / 18h (Common => Uncommon => Rare => Very Rare => Legendary), while Crafting DC has been increased to DC 10 / 14 / 18 / 22 / 25.
  • Consumables (like poisons and potions) take even shorter to encourage crafting & using them more during your adventure instead of hoarding them, with a base crafting duration of 2h / 3h / 4h / 5h / 6h (same DCs).
This should result in lower rarity items to be much faster to craft, while rarer items actually require a party member to be highly proficient in Arcana (not just anyone can craft very rare items without problems). Don’t be misled by the lower base crafting duration, a higher DC means you will fail crafting rolls more often - so very rare and above items are still a large time investment.
  • Standardized the price of enchantment crafting recipe to 10% of the cost of the final item.
  • Standardized the price of all primed items to cost 100 gp more than the base item.
  • Without taking the primed items into account, the price of the combined ingredients in a enchantment recipe should cost around 50% of the price of the final item.
  • Standardized the names of +1 (Acuteness / Smashing / Accuracy), +2 (Sharpness / Shattering / Sharpshooter) crafted weapons, and +1 (Sturdiness) and +2 (Robustness) crafted armors. Note: Hide Armor of Wilderness is an exception (replaces Sturdiness).
  • Added missing +1 / +2 weapons / armors crafting recipe: Studded Leather +1/+2, Hide +2, Chain Shirt +1/+2, Breastplate +2, Shield +1/+2, Mace +2, Morningstar +1/+2, Rapier +2, Quarterstaff +1/+2, Spear +2, Warhammer +2, Greataxe +1, Greatsword +2, Maul +2, Handaxe +1/+2, Javelin +1/+2, Light Crossbow +2, Longbow +2, Heavy Crossbow +2.
  • Renamed existing Mace of Smashing (+1d6 bludgeoning damage) to Crushing Mace to avoid confusion.
  • Crafting Manuals now have a slightly different icon between consumables, wondrous items, armors and weapons.
  • Tweaked a few recipes to now use all the existing ingredients (some ingredients prior to this update were never used in any recipe).
  • Removed some faulty crafting recipe and items from the Dungeon Maker, such as the scroll of Warding Bond or the duplicate crafting recipe for Potion of Healing.
  • Added Crafting Manuals for level 5, 6, 7 & 8 Spell Scrolls.

CROWN OF THE MAGISTER:

  • Heavily rebalanced the four faction shops so that they all start offering more interesting items on par with the Antiquarians.
  • The Antiquarians will still be offering Wondrous Items (including additional ones that they were not selling before).
  • The Arcaneum will now sell rare Crafting Components and rare Crafting Manuals for Weapon & Armor on top of the Primed Gear necessary to create them. Also lowered the Faction requirement for Primed Gear to avoid locking the crafting system behind a single faction.
  • The Circle of Danantar will still be selling all +1 / +2 weapons and armors - including missing ones that were added as well as the +1 & +2 Wands of the War Mage.
  • The Tower of Knowledge will now sell the Crafting Manuals for Wondrous Items, Magic Staves and Wands on top of selling the existing Poison Crafting Manuals.
  • Spell Scrolls and Crafting Manuals for Spell Scrolls have been redistributed between the Antiquarians, Arcaneum, Tower of Knowledge and the three priests of Caer Cyflen (Priest of Arun, Priest of Maraike, Priest of Pakri) - including the previously missing level 5 and 6 spells.
  • Dalon Lark now sells Potion Crafting Manuals, Bardic Instruments (all 8 of them!) and a few magic items.
  • Gorim’s crafting kits and tools are now sold by Hugo Requer instead. Also added missing Maul & Breastplate to her shop.
  • Added Wand of Identify and Wand of Detect Magic to Hugo Requer’s shop, as well as all previously missing magic focus. He also now sells all the different types of gems, including the valuable 300 Diamond required for Revivify; as well as Crafting Manuals for Basic Poison and Healing Remedy.
  • Circe Gerardoirin (the recipe vendor in the Manacalon Ruin) will now sell Crafting Manuals for +1 / +2 weapons and armors (Acuteness, Sharpness, Sturdiness, Robustness...). The Crafting Manuals for named weapons and armors are now mostly sold by the Arcaneum.
  • A few rare Crafting Manuals have been dispatched to some existing smaller vendors in the world. Make sure you check what they offer!
  • All items in shops except for Crafting Recipes and named magic items will now be re-supplied after a certain amount of time (can be very long for rarer items!).
  • Crafting Components that are neither sold by Arcaneum nor Hugo can now be found in Caer Lem once the Scavengers re-establish their base there.
  • Wilf Warmhearth and Atima Bladeburn in Coparann will now have more furnished inventories similar to those of Gorim and Hugo.
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SUPPORTER PACK

  • Added 68 new Wallpapers of Concept Art from Crown of the Magister, Lost Valley and Palace of Ice on top of the 37 original ones for a total of 105 Wallpapers.
  • Added 27 Concept Art of monsters from Solasta.
  • This content can be found in your Steam Folder ...\steamapps\common\SOLASTA\SupporterArtPack

DUNGEON MAKER:

GENERAL:

  • Added a World Map Feature to the Dungeon Maker. Add your different locations on your World Map with paths between them, and create biomes and random encounters to spice things up!
  • Added the NPC Follower System. NPCs can now switch factions and join the party under your control! Note: Not all NPCs can properly fight, make sure you are using those tagged as Companions.
  • Added new Merchants Template to make it easier on new creators (Dalon Fall with all Ingredients & Primed item, Magic Smith with all +1 items, Scavenger Store merchant with all standard tools and items, Wandering Merchant with many cheap wondrous items).
  • Added Tools & Languages to the Ability Checks & Dialog Roles.
  • Added NPC & PC portraits to the new dialog UI.
  • Added Basic Arrow & Crossbolt Recipe Books in the Dungeon Maker.

ITEMS

  • Removed DLC lock for all items outside Palace of Ice exclusive ones (legendary items).
  • Handy Haversack & Bag of Holding are now classified under Magic Devices instead of Adventuring Gear.
  • Healing Remedy is now also classified under Magic Devices like the rest of the potions.
  • Added Restorative Ointment (& crafting manual) to the DM.
  • All music instruments (Bongo, Conch, Drum, Dulcimer, Flute, Horn, Lute, Shawn) are now properly classified under Adventuring Gear.
  • Mutated Dire Wolf Pelt is now correctly tagged under Ingredients (instead of Adventuring Gear).
  • Added Spider Queen Venom to the Dungeon Maker.
  • Arcane Shieldstaff is now tagged under weapon.
  • Added Commoner’s Clothing (Masgarth, Dominion, Northern) and Noble Clothing (Masgarth, Dominion, Northern, Cherry, Green, Orange, Pink, Purple, Red, Blue) to the Dungeon Maker - those are just simple clothes, but sometimes the party may want to dress up as well!
  • Added 10 GP & 1,000 GP “items”, completing the selection of gold piles (1 GP, 10 GP, 100 GP, 1,000 GP and 10,000 GP items are now available) to make it easier to give specific amount of gold.
  • Removed Periapt of the Master Enchanter and its Crafting Recipe from the Dungeon Maker and replaced it with a DM specific version that grants proficiency with the Abyssal Agitator Tool.

CONDITIONS

  • Added 26 new conditions from the official campaigns to the 20 already existing ones. Make your Custom Monsters even more dangerous!
  • Distracting Gambit: Reduce AC by 1.
  • Constricted: Restrained & take 2d6 bludgeoning damage every turn.
  • Blinding Sickness: Disadvantage on WIS Checks, Saving Throws & Blinded.
  • Filth Fever: Disadvantage on STR Checks, Saving Throws & Attack Rolls using STR.
  • Mind Fire: Disadvantage on INT Checks, Saving Throws & Confused.
  • Seizure: Disadvantage on DEX Checks, Saving Throws & Attack Rolls using DEX.
  • Slimy Doom: Disadvantage on CON Checks, Saving Throws & Stunned for a turn when taking damage.
  • Cursed (Attack Rolls): Disadvantage on Attack Rolls against the creature that inflicted it.
  • Cursed (X): Disadvantage on X Checks & Saving Throws (STR/DEX/CON/INT/WIS/CHA).
  • Dazzled: Reduce AC by 2 and unable to take reaction.
  • Reduced Armor Class: Reduce AC by 3.
  • Borrowed Luck: Disadvantage on next Saving Throw.
  • Distracted: Disadvantage on Concentration Saving Throws.
  • Frightened (Fear): Run away from the creature that inflicted it.
  • Sickened: Disadvantage to Attack Rolls & Saving Throws.
  • Feeble Minded: INT, WIS, CHA set to 1 and can’t cast spell.
  • Hit By Dirty Fighting: Blinded & Incapacitated.
  • Incapacitated: Can’t take actions, reactions or move.
  • Insane: Can’t take action & Move erratically.
  • Silenced: Can’t cast spells with Verbal components.
  • Demonic Influence: Controlled by the enemy.
  • Removed Invisible (custom monsters can only inflict conditions on their target, not on themselves. Turning their target invisible doesn’t really help them).
  • Removed a duplicate Restrained Condition (there were two instances of Restrained).
  • Fixed Drained Condition not appearing in the Dungeon Maker.

BUGFIX

  • Fixed Barbarian’s Mindless Rage not working against Hypnotic Pattern.
  • The Unconscious tooltip now states that Short Resting will restore downed characters to 1 HP even without spending any Hit Dice.
  • Looting ammo will now replenish the ammo slots in priority before being stored in the backpack.
  • Fixed Kindred Spirits sometimes losing their HP & AC bonus when changing locations.
  • Fixed some Kindred Spirits not having the correct stats.
  • Fixed being able to equip shields by double clicking even without shield proficiency.
  • Fixed some spells AoE indicator not correctly highlighting enemies that are at the edge of the spell radius (but still within range).
  • Hopefully fixed once and for all the long delay that could occur when a Minotaur uses their charge attack.
  • Finally fixed a bug where inspecting a character sheet after cancelling Character Creation would show every skill modifier at -5. Thank you random person on Discord who helped us find the cause, I’m sorry I forgot your name!
  • Fixed text issues on Studded Armor of Leadership, conjured weapons such as Flame Blade, Barbarian Rage, additional damage dealt with legendary weapons, some recipe in the crafting menu, Beacon of Hope, Primed Shield & Armors, Expeditious Retreat condition, Sash of Transmutation.
  • Fixed some primed items missing their Primed tags.
  • Fixed some monsters making less attacks per round than they should be able to. Hulk smash. Many times.
  • Fixed looting containers not properly showing the looted items in the combat log. You can now see what the rogue yoinked from the barrel while the rest of the party was fighting for their life.
  • Fixed True Strike not properly following RAW. It is now back to being completely useless, and the world is safe again!
  • Fixed enemies being able to do a melee attack even if they get pushed outside melee range before completing their attack (for instance running in melee into a ready action Repelling Blast Warlock).
  • Fixed regular clothing mistakenly adding a penalty to Stealth calculation as if it were armor.
  • Made the background of the action panels and spell labels slightly darker to improve legibility in more luminous environments.
  • Fixed Leaf Scales (Greenmage Wizard) not working against ranged weapon attacks. Also updated its description to state that the damage reduction does not stack with successful spell saving throws (Leaf Scale will no longer trigger in that specific case).
  • Fixed Chain Warlock “Bind Sprite” granting them Fire Resistance for no reason.
  • Fixed Prayer of Healing upcasting only working per 5 spell levels.
  • Fixed Primed Wand not being tagged as Spell Focus.
  • Fixed Blade Barrier not having the “Concentration” tag.
  • Fixed Produce Flame not correctly adding Spell Attack Bonus when used as a Ready Action.
  • Fixed casting Levitate with Quickened Metamagic consuming the caster’s main action.
  • Fixed Blight not properly inflicting max damage on Plant Creatures.
  • Fixed Half-Orcs under the effect of Death Ward consuming both Relentless Endurance and Death Ward when reduced to exactly 0 HP.
  • Arcane Recovery / Natural Recovery now only appear after a short rest if spell slots have been spent.
  • Fixed Eyebite not having the proper Saving Throw behaviour for Asleep & Sickened.
  • Fixed Stoneskin not properly granting resistance to Non-magical Piercing Damage.
  • Fixed Blindness condition sometimes preventing line of sight from updating even after being removed.
  • Fixed the icon for +2 Leather Armor, +1 & +2 Studded Leather Armor, Warhammer of Acuteness, Scroll of Hilarity, Scroll of Dreadful Omen, Scroll of Malediction.
  • Fixed characters without proficiency in Sleight of Hand always rolling it with disadvantage.
  • Fixed Scholar of the Elements (Elemental Cleric) not working as intended.
  • Fixed Swift Retaliation (Shadow Tamer Ranger), Retaliation (Berserker Barbarian) and Swirling Dance (Freedom Monk) not working if the equipped weapon has the Thrown tag.
  • Fixed Holy Retribution (Law Cleric) hurting the Cleric instead of the attacker under specific conditions (something with it sometimes triggering even if an enemy was outside range, the Cleric hurts itself in its confusion).
  • Fixed Verbal Onslaught (Tradition Bard) not dealing the correct amount of damage.
  • Fixed Eldritch Blast having a lower range than Chill Touch.
  • Fixed Fast Aim (Marksman Ranger) potentially causing a freeze if a dead / dying creature is close to the Ranger.
  • Fixed Legendary Creatures sometimes skipping their turn after being CC’d even if the condition is removed.
  • Fixed Martial Art (Monk) not mentioning that it doesn’t work when wearing armor.
  • Fixed Gift of Life (Balance Druid) incorrectly stating that it heals at the start of the Druid’s turn instead of the target’s turn.
  • Fixed Greater Restoration not correctly removing Exhaustion.
  • Fixed Scale Mail of Robustness using the wrong crafting components.
  • Fixed Marked of Fate (Law Cleric) not allowing retargeting after death and fixed its saving throw occurring at the start instead of the end of turn.
  • Fixed being unable to learn a ritual from a scroll for Pact of Tome Warlocks in multiplayer.
  • Fixed invoked creatures turning hostile after being granted temporary HP and then having it removed (by taking damage from enemies for example).
  • Fixed AI sometimes being able to use two reactions in the same chain of actions.
  • Fixed characters attempting to interact multiple times with the same gadget if the player spam clicks on it.
  • Fixed Fiendish Resistance selection being cut offscreen after a rest if the character is in position 4.
  • Fixed Sorcerer clothes clipping into the leg of more muscular humans and dragonborns. GAME IS FINALLY PLAYABLE!
  • Fixed a very rare bug where a character could lose access to their spellcasting ability in multiplayer.
  • Reduced the difficulty of some lower level random encounters: 9 Bandits => 6 Bandits, 2 Hags + 2 Wolves + 1 Dryad => 1 Hag + 2 Wolves + 1 Dryad.
  • Fixed magic items / primed items / poisons random loot table to include some missing items added in later updates.
  • Fixed Primed Scepter, Primed Ring and Primed Wand requiring attunement.
  • Fixed Poison Bulb Traps being immune to Necrotic Damage.
  • Fixed Prone Characters making their “hurt” sound even if the attacked against them missed. STOP FAKING!
  • Fixed enemies not taking damage from Spirit Guardian when entering the AoE via special moves (burrowing, jumping...)
  • Fixed Winter Wolves healing when taking Cold Damage.
  • Fixed enemies being able to use Parry-type reactions even when incapacitated.
  • Fixed the Cloak and Dagger feat not showing any feedback in the combat log.
  • Fixed a strange case where having 2 different spellcasters cast Heat Metal on the same target would make subsequent uses of the spell damage the 1st spellcaster instead of the target. Personally I just think the 2nd spellcaster is trolling their friend, but hey.
  • Fixed another strange bug where casting Annoying Bee on target after casting Heat Metal on a different one would make Heat Metal damage the bee’d target instead of the original target. This is the proof that bees have transitive properties and heat travels through bees better than through Heat Metal. Hey stop saying “Neeeeerd”!
  • Fixed a rare case where Court Mage Spell Shield would no longer give any Temporary HP after reaching level 7.
  • [CotM] Tower of Magic: Fixed a blocker that could occur if you cast a spell far enough to aggro the Soraks in the Crown Room before the pre-fight cutscene starts playing.
  • [CotM] Failed Optional Quests should no longer appear in the Quest Board.
  • [CotM] Caer Lem: Fixed being able to get a character stuck inside a prison cell by drinking a potion of Spider Climb to get in and letting it run out. Did you get the prison cell ending? Oh, the prison cell ending is my favorite!
  • [CotM] Dark Castle: Fixed a spot in “Find a Way out of the Maze” that could break the main quest when using Misty Step to skip the maze.
  • [CotM] Dark Castle: Fixed an issue that could cause half the party to end up on the wrong side of the door at the start of the fight against Aksha if the party has more than 4 characters (i.e. Kindred Druid pets). I mean you’ve got to admit, that’s a pretty smart move from the boss. What do you mean it’s unfair? GIT GUD SCRUB.
  • [CotM] Dark Castle: Fixed a scenario where you could get into combat immediately after teleporting out from Mardracht’s room if you did not fight Adam on your way to the castle.
  • [CotM] Spy Outpost: Fixed an infinite loading screen issue that could occur under some very specific conditions.
  • [CotM] Volcano: Fixed a potential blocker that could occur if a character opens the sarcophagus while the rest of the party is standing near the door.
  • [CotM] Lava Forest: Added some missing flying corridors.
  • [CotM] Lava Forest: Fixed the Dwarven Hammer quest item remaining in the inventory after finishing the Wartime Treasure quest.
  • [CotM] Mind of the Master: Fixed a small bug in the Arena where two chests could only be opened once.
  • [CotM] Caer Elis: Fixed a blocker that would occur later in Temple of the Lost God if the player managed to get around the campfire trigger with spells.
  • [CotM] Volcano: Fixed an issue which could make an auto-save corrupted after the fight with Arrok.
  • [LV] Fixed Garden Party Quest not properly appearing completed in the Quest Log if you start it with all the required items already in your inventory.
  • [LV] Fixed a serious bug that would cause a black screen at the end of Lost Valley when siding with The People faction.
  • [LV] Complex: Fixed “The Sphere Prism Key” quest starting if you already managed to enter Dark Lab through another means. Because, y’know... you’re already in, it’s not like you need that key anymore.
  • [LV] Complex: Fixed the Main Key on the Captain’s body only opening one of the two main doors outside instead of both.
  • [LV] Complex: Fixed an instance where The Prisoner quest could get stuck because a certain NPC was missing.
  • [LV] Fixed some quest items not being properly removed after their quest is complete (Forge Amulet, Secret Report, etc...).
  • [LV] Dinas Gessa: Fixed an infinite loading screen that could occur when trying to travel to the Primal Wood after obtaining the Primal Threat quest.
  • [LV] Caer Hyfrid: The quest Secret Report now correctly fails if the player angered Orenetis (since they get kicked from the Palace).
  • [LV] Swamp: The quest The Lost Apprentice now properly fails if Lysantir is killed in his cell before opening the door. I mean you cast Fireball on him, what did you think would happen???
  • [LV] Swamp: Jungle Escort will now properly fail if you kill Hasbrudal. I’m starting to sense a pattern here.
  • [LV] Caer Hyfrid: Made Hannik immortal to prevent a blocker in The Witch Hunt quest.
  • [DM] Fixed the Roll Activator gadget using passive Perception score instead of rolling for Perception.
  • [DM] Fixed Catacombs Brasero_B not properly giving gameplay light (and not just visual light).
  • [DM] Fixed Town Paved_road_straight_1c / 2c / 3c and 4c flickering when put next to each other.
  • [DM] Fixed Town Doors not working properly with Activators.
  • [DM] Fixed Town Interior elevated room not working properly with props that can be placed on the walls.
  • [DM] Added a warning to prevent user from having two merchants using the same inventory in the same location.
  • [DM] Fixed User Campaign stored locally being flagged as a Steam Item after playing it in Multiplayer, preventing its Creator from editing it until they restarted the game.
  • [DM] Fixed Bed_B in Elven Palace, TownInterior, ValleyPalace being improperly rotated.
  • [DM] Fixed the DM Music Tracks showing 4x Wizard’s Tower.

KNOWN ISSUES

  • Scrolls of Identify are defective and don’t work no more. The Wizard who scribed those scrolls probably wrote a typo somewhere, we’re on our way to fix it.
  • Demonic Greases don't properly work when applied to weapons for now. Our best dwarven smiths are still trying to figure out how to apply them correctly, this isn't exact science.
  • Rock Gnomes played a little prank by copying the Shadow Gnome's homework and currently have +1 Dex instead of +1 CON. We'll be reverting that once they are out of detention.
  • DM: Mischievous Sprites have taken over the NPC Multi-line dialog boxes, making using them a huge pain as each key stroke will take you out of the dialog box. We've sent a squad of Fey-hating Rangers to take them down.

UPCOMING CONTENT & ADJUSTMENTS (NOT IN CURRENT PATCH)

  • Barbarian Magebane: Spell Crusher changes to Bonus Action (vs Action), can be used Prof. Bonus per Long Rest (vs short rest).
  • Bard Tradition: Manacalon Perfection changes to once per short rest (vs 1 per long rest).
  • Spellblade Fighter: Arcane Escape changes to grant Dodge until the start of your next turn (vs giving you +3 cell movement).
  • Court Mage: Spell Shield Temporary HP changes from 5x Level to 4x Level.
  • Heroism Bard: At Road’s End Heal changes to 4d12 + CHA HP (vs 1 HP).
  • Adding new weapon icons for: Spear +1, Spear +2, Maul +1.
  • Adding missing magic weapons: Greatsword +2, Greatsword +3, Scimitar +3, Gauntlet +3, Javelin +2, Javelin +3, Handaxe +2, Handaxe +3.
 

Infinitron

I post news
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Staff Member
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Messages
99,689
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The overhaul of shops and crafting in this patch is very interesting:

CROWN OF THE MAGISTER:

  • Heavily rebalanced the four faction shops so that they all start offering more interesting items on par with the Antiquarians.
  • The Antiquarians will still be offering Wondrous Items (including additional ones that they were not selling before).
  • The Arcaneum will now sell rare Crafting Components and rare Crafting Manuals for Weapon & Armor on top of the Primed Gear necessary to create them. Also lowered the Faction requirement for Primed Gear to avoid locking the crafting system behind a single faction.
  • The Circle of Danantar will still be selling all +1 / +2 weapons and armors - including missing ones that were added as well as the +1 & +2 Wands of the War Mage.
  • The Tower of Knowledge will now sell the Crafting Manuals for Wondrous Items, Magic Staves and Wands on top of selling the existing Poison Crafting Manuals.
  • Spell Scrolls and Crafting Manuals for Spell Scrolls have been redistributed between the Antiquarians, Arcaneum, Tower of Knowledge and the three priests of Caer Cyflen (Priest of Arun, Priest of Maraike, Priest of Pakri) - including the previously missing level 5 and 6 spells.
  • Dalon Lark now sells Potion Crafting Manuals, Bardic Instruments (all 8 of them!) and a few magic items.
  • Gorim’s crafting kits and tools are now sold by Hugo Requer instead. Also added missing Maul & Breastplate to her shop.
  • Added Wand of Identify and Wand of Detect Magic to Hugo Requer’s shop, as well as all previously missing magic focus. He also now sells all the different types of gems, including the valuable 300 Diamond required for Revivify; as well as Crafting Manuals for Basic Poison and Healing Remedy.
  • Circe Gerardoirin (the recipe vendor in the Manacalon Ruin) will now sell Crafting Manuals for +1 / +2 weapons and armors (Acuteness, Sharpness, Sturdiness, Robustness...). The Crafting Manuals for named weapons and armors are now mostly sold by the Arcaneum.
  • A few rare Crafting Manuals have been dispatched to some existing smaller vendors in the world. Make sure you check what they offer!
  • All items in shops except for Crafting Recipes and named magic items will now be re-supplied after a certain amount of time (can be very long for rarer items!).
  • Crafting Components that are neither sold by Arcaneum nor Hugo can now be found in Caer Lem once the Scavengers re-establish their base there.
  • Wilf Warmhearth and Atima Bladeburn in Coparann will now have more furnished inventories similar to those of Gorim and Hugo.
 
Last edited:

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
Area design and verticality as good as ever, technically as smooth as usual, but it will feel a bit weird after trying all those mods , it's roughly 10X( really) easier than what artyon does for exemple, there's really no middle ground . Its like a classic challenging-deadly encounter(by the book) but after a full rest , you have all the ressources possible, the very good, probably too good, items from previous campaign or dlc and extra npcs to help. So far, one or two hours in, its trivial as expected, no reasons to believe it will change.
 

Alienman

Retro-Fascist
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Sep 10, 2014
Messages
18,244
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Yeah, felt very easy so far with an imported gang. I'm playing on CORE rules or whatever it is called.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,170
how good is fresh start? I have old save but my party is suboptimal now with extra races/classes. How many lvls will i miss?
I played main campaign at release and I do kind of wonder how many things got fixed
EDIT: quick look alone shows that new party would be lvl 10, my save would bring lvl11, while starting over will bring lvl12(likely instant 13 when ported)?
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
740
Area design and verticality as good as ever, technically as smooth as usual, but it will feel a bit weird after trying all those mods , it's roughly 10X( really) easier than what artyon does for exemple, there's really no middle ground . Its like a classic challenging-deadly encounter(by the book) but after a full rest , you have all the ressources possible, the very good, probably too good, items from previous campaign or dlc and extra npcs to help. So far, one or two hours in, its trivial as expected, no reasons to believe it will change.
Going to start the PoI campaign tonight or tomorrow. If the combat is mostly trivial it’ll still be nice to see what each new monster can do, magic item capabilities, etc.

There are also some bugs and changes made that affect my own campaigns so not sure when I’m going to get around to making sure everything still functions as intended. A lot of items had their base price changed but not sure how much, so my vendors could be borked. The Frost Giant was changed to a Storm Giant with a new Frost Giant implemented but that’s tagged as PoI required so The Forsaken Isle 6 man now requires PoI til they hotfix that since I used one there.

Could be a lot of weird things like that yet to be found/reported.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,170
after reviewing classes with new lvl cap they did a bunch of them dirty, basically not gaining cool stuff.

Im thinking about yet another no magic party, 4 tanks: stone barbarian, mother pally, mountain ftr and twinblade ranger. Looks like stone barb is more tanky than mountaineer?
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,745
This isn't rocket science. The imported party is casual mode. Game was balanced around fresh level 10s, not level 12s in full +2 gear with belts of planar giants.

You knew that before you clicked 'import'. Otherwise you would be instructed to create fresh level 12 characters.
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
3,985
The Steam reviews are coming in for Palace of Ice. Here are some snippets of them. All quotes are from different reviews.

I love this game, but they managed to make the ugliest tieflings I've ever seen in my entire life lmao. It's so remarkably bad that I find myself surprised, mystified, and hypnotized by it.

You might want to consider overhauling your Tiefling faces in one of the future patches, though. Especially the character icons look rather unfortunate and it would be a shame, if this is dragging down the overall experience and your ratings.

The Dev's are British or something so I guess they can be forgiven for not understanding what human faces are supposed to look like, or how normal people talk.
It's also kind of a bit awkward that the Tiefling ladies have like, beard stubble or something on their chins and noses, and jaws that look like they could break concrete.

They made an absolutely mystifying decision to give all Tieflings, regardless of gender, goatees, forehead tattoos and ink smudges under their noses. You have no ability to remove these details and it looks horrible.
 

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,065
Yet more proof that character creators are a mistake and you should be forced to play as preset classes/characters.
The ability to create your own OC donutsteel encourages the wrong mentality where people will obsess over stitching together their ugly ass waifu instead of just playing the damn game
 

Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,644
fucking graph whores

have not touched any dlcs just finished base game when it got released guess this is a good time to start
 

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