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

0sacred

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Question bros, why does my Ranger (and only her) roll for Survival after every combat?
 

NJClaw

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Pathfinder: Wrath I'm very into cock and ball torture
Question bros, why does my Ranger (and only her) roll for Survival after every combat?
After combat you get skill checks to gain knowledge about the creatures you fought. You'll find everything you have learned in the bestiary.

Only the Ranger rolls because only the character with the highest bonus gets to roll (this is also true for most other skill checks).

Too bad we won't get to vote on Solasta in this year's GOTY, I guess. With all the DLC, it's the best game I've played these past few years.
I guess it proves I'm a shill, but seeing people appreciate this game always makes me happy.
 

lukaszek

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Only the Ranger rolls because only the character with the highest bonus gets to roll (this is also true for most other skill checks).
in palace of ice I had a number of occasions when it was not my paladin with 24 CHA and expertise in social skillz to make a roll. Possibly had active item boosting persuasion too.
It makes me wonder if there is a bug with a skill being too high or if closest character to the npc is forced to do it. Or perhaps 1st one on your hero rooster?

Also I had 1 instance of insight telling me that persuasion got 95% chance of success, paladin rolling 1, still succeeding it.

I dont recall such issues in other campaigns.
 

NJClaw

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in palace of ice I had a number of occasions when it was not my paladin with 24 CHA and expertise in social skillz to make a roll. Possibly had active item boosting persuasion too.
It makes me wonder if there is a bug with a skill being too high or if closest character to the npc is forced to do it. Or perhaps 1st one on your hero rooster?
In social situations, each check gets assigned to a different character and that character rolls for it.
 

Artyoan

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Jan 16, 2017
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Only the Ranger rolls because only the character with the highest bonus gets to roll (this is also true for most other skill checks).
in palace of ice I had a number of occasions when it was not my paladin with 24 CHA and expertise in social skillz to make a roll. Possibly had active item boosting persuasion too.
It makes me wonder if there is a bug with a skill being too high or if closest character to the npc is forced to do it. Or perhaps 1st one on your hero rooster?

Also I had 1 instance of insight telling me that persuasion got 95% chance of success, paladin rolling 1, still succeeding it.

I dont recall such issues in other campaigns.
I'd guess it works similar as the custom campaigns do, which I don't care for. Under the hood the game is assigning roles for that specific dialogue and its choices. So lets say I assign the roles of Persuasion and Warlock as tags. If I tag a player character Warlock with the Warlock tag, they are then incapable of being tagged as the Persuasion character. Which means there may have been a tag that wasn't used, but your better character was tagged for the role anyway. If I tag the Warlock for Persuasion, no one is tagged as Warlock despite having a Warlock unless you have two of them.

Similar issues happen a lot in custom campaigns. If I want the character to choose between intimidation, persuasion, deception, all three tags will be different characters even though one character might have easily been the best option for all three. Likely means the lesser used option like intimidation gets screwed. The other option is to just not use that many rolls or assign the wrong tags to try to game the system. There is no great way to do it as is. It would simply work better if the highest value character had the tag and could have multiple tags.
 

lukaszek

the determinator
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huh, never realized that when there are checks, each character got to say his piece
 

Bara

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I feel like archmages keep cheating in this game.

Keep getting hit by their cone of cold or lightning bolts through walls some how..
 

J1M

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Happy to report that my Archer character (Champion Fighter with a bow) is performing really well so far. Stronger than a sneak attack rogue imo and there's room for it to improve via a legendary bow and enchanted arrows.

Somewhat annoyed with the Druid though. Yes, it has Goodberry, but most spells require concentration and it feels like a cleric would just be better. I wasn't expecting animal shape to be a full action.
I decided to restart and replace the Druid and Sorcerer with a Ranger and Bard. Was a good decision. Characters are level 15 so I assume I'm getting closer to the end of the campaign. The Ranger puts out almost as much damage as the Archer Fighter and has access to Spike Growth, which has won a few fights on its own. Pass Without Trace can also be used to guarantee a surprise round but I keep forgetting to use it.

The Archer + Ranger combo puts out so much damage that my melee character sometimes doesn't get to do anything, which was a bit of surprise compared to the Paladin/Barbarian/Rogue party I used previously. The Bard is useful just to have access to healing word and the Lore college gives access to any spell in the game so you can pick up things like a summon or wall of fire. I also picked up Heal, but I've never had to cast it.

A little annoyed that I've only really found one legendary weapon that aligned with my character choices. Lots of 1-handers, but only one 2-hander and no ranged weapons yet. At least I was able to buy some bracers of archery +2 from the shop and craft some weapons from the base campaign.

TLDR: ranged martials worked out so well I am curious how a 4 archer party would do. Anyone know if there are thrown weapons that use STR so my Commander Fighter has something to do?
 

Parabalus

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Mar 23, 2015
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but only one 2-hander and no ranged weapons yet. At least I was able to buy some bracers of archery +2 from the shop and craft some weapons from the base campaign.
Where did you find the 2-hander?
 

lukaszek

the determinator
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but only one 2-hander and no ranged weapons yet. At least I was able to buy some bracers of archery +2 from the shop and craft some weapons from the base campaign.
Where did you find the 2-hander?
its great axe, possibly weakest of them all. Cant remember when I pulled mine but it was late-ish... perhaps elven side of map?

no ranged weapons yet
there are 2 xbows, 1 light(+fire dmg) and 1 heavy(+piercing).

Indeed 1 handers rule in this campaign: 3 light ones and 3 heavy ones? And you get 4th heavy for last area.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Main campaign is done. My experience with the game got worse and worse the further I got. I'd give it a 6.5-7 out of 10. I don't even care about writing, faces, or voice acting. It's a decent first attempt. To begin with, replayability seems minimal, and to be honest, I do not feel compelled to touch the main campaign again. Not that every game absolutely needs replay value. Writing isn't great, but functional. I don't really expect good writing from any game. This has been true for many years. Locations are hit and miss. Some ery boring locations, both in appearance, and in functionality. On the other hand, there are some cool locations, with some fun combat encounters.

Why I bought the game was the turn-based combat, lighting system, and verticality. In this sense, the game does a decent job, in my opinion. There are many trash encounters, like in many games, but the issue is that the most fun encounters were the random ones. Most story encounters were me throwing fireballs, and ice storms with my spellcasters. The spectral dragon fight was fun, and there were a few more fun encounters. The verticality can be good, depending on how much use you make of it. My spellcasters were mostly airborne, and couldn't be touched by melee enemies. My rogue got those spider boots, that allows him to walk everywhere. They were very useful. My fighter was most often the only one tanking damage. The lighting system is okay, but could use some work. The idea is cool, and I did have to think about it in darker areas. Classes are fine. Nothing amazing, but they fulfilled their roles well enough. Most of the things that I don't like about them seems to be more D&D 5E related, and less Solasta related. I went Fighter, Rogue, Wizard, Cleric.

My biggest dislikes would be bloated enemy health, and the attunement system. I stayed on authentic mode, because I though to myself, if health is this bloated on this difficulty, I don't want to know how higher ones are like. The attunemt is a D&D 5E thing, I know, but I very much dislike it. Don't offer me 10 equipment slots, but only let me have a few cool items. I hope they skip this in a potential sequel. They are after all doing their own house rules. I know the limit can be raised with a mod. I will likely download that one for the expansions.

Overall, an okay first attempt, but there is much room for improvement. I wouldn't mind if they left D&D 5E behind. If not, customize it to be more fun. Skip attunement altogether. Add to the replay value. Better story encounters. Don't save the more fun fights for random encounters. Obviously they can do fun fights, so don't hide them. Maybe add multiclassing, not a super important request. For the love of God, do not have classes behind paid DLC. Skip close up cutscenes. They are not important in a game like this. Not only are they annoying, there's also loading between dialog cutscenes and gameplay. Skip voice acting. Only because Divinity does it, doesn't mean that you have to do it. In other words, put your budget to better use. One thing that I have to commend them for would have to be mod support, and from what I have heard, the ability to let people create their own campaigns.

I think I sound more negative than I am. While I do not give it a very high rating (it's still a decent one), I still had fun with the game. (It's the Neverwinter Nights 2 OC of turn-based rpgs.) But, I do want people to know what they are getting themselves into. Do I recommend it? Sure, if you plan to play all campaigns, and also try user created campaigns.
 

Alienman

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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.
I agree with everything except the close-ups. Always found them charming since they add to the party charm. I also found it interesting to see the locations from ground level. The biggest sin with Solasta in my opinion (that lasts through all the DLCs) is the god damn random encounters. They slow the pacing to a crawl and also give you way too much XP. I was hoping the latest DLC would get rid of them, but alas.
 
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Throwing Fireballs and massive overpower of range combat is why I don't make all ranged combat or even ever make a ranged ranger or fighter, and I pretty much never use a fireball unless it looks like I am about to lose, or might lose. Although if encounters are designed well enough to handle it, then fine. I don't like high level D&D though, so won't be playing the Ice campaign, have never played a high level D&D game I have enjoyed. After level 10 or so, its time to start a new campaign IMO...I don't understand all the people asking them to make Epic campaigns, I am glad they are not doing it.

BTW, I just started the 6-man version of Forsaken Isle Campaign by Artyoan I think? and so far it is great. The best User campaign I have played and maybe the best Solesta campaign overall, but I can't say for sure since I am too early, but it is very detailed and nicely done so far and he has done a good work around for the faces during dialogue, which looks much better IMO. The close up 3d camera option may not be something you can do in the DM tools but even if it were, what he has done looks better. I should have known a codexer would make the best campaign.

I can't understand why Solesta never decided to expand any of their campaigns to 6 characters. It sort of defeats the point of having all these classes and races etc., if you are confined to a 4-man party. You would think they would do it simply from a business standpoint since it would encourage people to want to buy the DLC's more if they actually had more room to play around with party builds.

I don't get why so many modern games want a 4 man party? Is it because the loudest complainers in the forums are the ones who have ADHD and can't get into or understand building characters and whine about how long it takes so they get worried all their customers are ADHD drooling tards who just want to push awesome buttons? Or is it just easier and quicker to make campaigns built around 4 man parties?

 
Last edited:

J1M

Arcane
Joined
May 14, 2008
Messages
14,745
Reasons for a 4-man party:
-Bigger portraits on the UI
-Marketing guy insists previous game that made money had 4-man party
-Number of roles equal to the party size means less design required
-Combat can have longer animations
-A 4-woman party would take longer to get ready

Reasons against a 4-man party:
-Better game

As you can see there are more reasons for 4-man.
 

Mortmal

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Jun 15, 2009
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9,502
Main campaign is done. My experience with the game got worse and worse the further I got. I'd give it a 6.5-7 out of 10. I don't even care about writing, faces, or voice acting. It's a decent first attempt. To begin with, replayability seems minimal, and to be honest, I do not feel compelled to touch the main campaign again. Not that every game absolutely needs replay value. Writing isn't great, but functional. I don't really expect good writing from any game. This has been true for many years. Locations are hit and miss. Some ery boring locations, both in appearance, and in functionality. On the other hand, there are some cool locations, with some fun combat encounters.

Why I bought the game was the turn-based combat, lighting system, and verticality. In this sense, the game does a decent job, in my opinion. There are many trash encounters, like in many games, but the issue is that the most fun encounters were the random ones. Most story encounters were me throwing fireballs, and ice storms with my spellcasters. The spectral dragon fight was fun, and there were a few more fun encounters. The verticality can be good, depending on how much use you make of it. My spellcasters were mostly airborne, and couldn't be touched by melee enemies. My rogue got those spider boots, that allows him to walk everywhere. They were very useful. My fighter was most often the only one tanking damage. The lighting system is okay, but could use some work. The idea is cool, and I did have to think about it in darker areas. Classes are fine. Nothing amazing, but they fulfilled their roles well enough. Most of the things that I don't like about them seems to be more D&D 5E related, and less Solasta related. I went Fighter, Rogue, Wizard, Cleric.

My biggest dislikes would be bloated enemy health, and the attunement system. I stayed on authentic mode, because I though to myself, if health is this bloated on this difficulty, I don't want to know how higher ones are like. The attunemt is a D&D 5E thing, I know, but I very much dislike it. Don't offer me 10 equipment slots, but only let me have a few cool items. I hope they skip this in a potential sequel. They are after all doing their own house rules. I know the limit can be raised with a mod. I will likely download that one for the expansions.

Overall, an okay first attempt, but there is much room for improvement. I wouldn't mind if they left D&D 5E behind. If not, customize it to be more fun. Skip attunement altogether. Add to the replay value. Better story encounters. Don't save the more fun fights for random encounters. Obviously they can do fun fights, so don't hide them. Maybe add multiclassing, not a super important request. For the love of God, do not have classes behind paid DLC. Skip close up cutscenes. They are not important in a game like this. Not only are they annoying, there's also loading between dialog cutscenes and gameplay. Skip voice acting. Only because Divinity does it, doesn't mean that you have to do it. In other words, put your budget to better use. One thing that I have to commend them for would have to be mod support, and from what I have heard, the ability to let people create their own campaigns.

I think I sound more negative than I am. While I do not give it a very high rating (it's still a decent one), I still had fun with the game. (It's the Neverwinter Nights 2 OC of turn-based rpgs.) But, I do want people to know what they are getting themselves into. Do I recommend it? Sure, if you plan to play all campaigns, and also try user created campaigns.

You know how you solve your attunement issue ? Dont give magic items, make them super rare like they should be, problem solved.You are not especially negative, if anything a bit too lenient.
 

0sacred

poop retainer
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I don't get why so many modern games want a 4 man party? Is it because the loudest complainers in the forums are the ones who have ADHD and can't get into or understand building characters and whine about how long it takes so they get worried all their customers are ADHD drooling tards who just want to push awesome buttons? Or is it just easier and quicker to make campaigns built around 4 man parties?


I don't think the game would profit from more characters, and also more enemies as a consequence. If you already restrict yourself from using certain tactics that are OP, why would you want even more firepower?

Personally I prefer 4 man parties as every character becomes more meaningful. Also it gets harder to cover all bases perfectly, increasing replayability.

What I enjoy is more allies joining a fight, either under your control or AI controlled. In this regard the game delivers too (so far).
 

Bara

Arcane
Joined
Apr 2, 2018
Messages
1,335
I agree with everything except the close-ups. Always found them charming since they add to the party charm. I also found it interesting to see the locations from ground level. The biggest sin with Solasta in my opinion (that lasts through all the DLCs) is the god damn random encounters. They slow the pacing to a crawl and also give you way too much XP. I was hoping the latest DLC would get rid of them, but alas.

Legit I don't know what they were thinking if anyone there actually GM's 5E or any of the other editions.

If all your random encounters are always just combat it's going to wear down the players and make them find traveling tedious.

You need to discoverable locations, non-combat social encounters, to keep random encounters spicy. Like Kingmakers goblins with the throne or that guy on the road talking cryptically.

Better example in video game format Storm of Zehir's overworld map.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
I agree with everything except the close-ups. Always found them charming since they add to the party charm. I also found it interesting to see the locations from ground level. The biggest sin with Solasta in my opinion (that lasts through all the DLCs) is the god damn random encounters. They slow the pacing to a crawl and also give you way too much XP. I was hoping the latest DLC would get rid of them, but alas.

Legit I don't know what they were thinking if anyone there actually GM's 5E or any of the other editions.

If all your random encounters are always just combat it's going to wear down the players and make them find traveling tedious.

You need to discoverable locations, non-combat social encounters, to keep random encounters spicy. Like Kingmakers goblins with the throne or that guy on the road talking cryptically.

Better example in video game format Storm of Zehir's overworld map.
Supposed to be like that, not only in 5E but in any rpg system i know of. In official wotc material while doing an hexcrawl you roll on a table , can have non hostile encounters, some small places etc..
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,745
I agree with everything except the close-ups. Always found them charming since they add to the party charm. I also found it interesting to see the locations from ground level. The biggest sin with Solasta in my opinion (that lasts through all the DLCs) is the god damn random encounters. They slow the pacing to a crawl and also give you way too much XP. I was hoping the latest DLC would get rid of them, but alas.

Legit I don't know what they were thinking if anyone there actually GM's 5E or any of the other editions.

If all your random encounters are always just combat it's going to wear down the players and make them find traveling tedious.

You need to discoverable locations, non-combat social encounters, to keep random encounters spicy. Like Kingmakers goblins with the throne or that guy on the road talking cryptically.

Better example in video game format Storm of Zehir's overworld map.
Correct but unpopular opinion: Zehir is the best NWN expansion.
 

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