Update 1.3.55
Important Changes
- Fixed the game crashing when entering Fortress of the Shield (Crown of the Magister).
- Fixed being able to bypass Laethar in Cradle of Fire (Crown of the Magister) by using invisibility, which broke the quest flow and prevented the main story from continuing. Laethar has now been granted True Sight to catch those SNEAKY LITTLE HOBBITSES! THEY STOLE IT FROM US!
- Fixed Shallow Grave quest breaking if you chose to denounce Charmer.
- Fixed Rugan getting angry and attacking you if you chose to start a fight with Charmer. Friendship ended with Charmer, now Rugan is my best friend.
- Fixed recruiting Sitenero blocking the quest "Escort the Prisoners". And the People rejoiced!
- In Multiplayer, the game should no longer freeze when fast travel fails because of one character is busy.
- Dominion soldiers no longer spawn in Rebellion garrisons. Yea that was kind of akward.
- Fixed the black screen that would occur upon arresting or killing Karelia Snowfox in the Confrontation quest (Dominion faction).
- Giant Camp Fix - the return of the fix revengence: Hopefully the last instances of the Giants becoming hostile upon entering their camp should now be fixed. If they're still trying to send you to the moon for some of you... send us your save files so we can find out why.
- Fixed the Giants quest line being blocked if the party goes to the city BEFORE talking to Gartok after starting the Lost Giants quest
- Fixed the end game cutscene sometimes showing the wrong banner if the player sided with the Forge.
- Fixed the end game cutscene staying black if the player both killed Sitenero and fixed the major gate
- Fixed a game over message triggering when a druid wildshapes while another character is dead (the game did not take into account the druid's spellcasting abilities while wildshaped).
- Fixed Fast Aim not working properly with crossbows. Down with the bow hegemony!
- Summoning a Kindred Spirit should no longer fully heal the druid. Because that's cheating.
- Fixed a desynchronization that would occur in Multiplayer in CotM when giving an item to an NPC to increase faction relations.
Other fixes
- Fixed Hunter's (Ranger) level 7 Multiattack Defense (Defensive Tactics) granting immunity to opportunity attacks.
- Fixed Wight Lord & Wights never using their life drain ability.
- Fixed Dragons not having Blindsight.
- Fixed Crismon Spiderlings portrait being reversed.
- Fixed shelves not being placed properly in the Dungeon Maker (Woodlands environment)
- Weapon slots should no longer be greyed out when trying to apply a spell or poison on them
- Quest functors in the Dungeon Maker should now be able to properly select other quests for quest operations.
- Fixed an issue where user campaigns would be locked to their creator after playing them in Multiplayer.
Known Issues
- Errors can occur if Dominate Person is cast on an NPC Druid. This prompt the question: Are Druids people?
- Arwin Merton's Story cutscene triggers after failing all the secondary quests during The Missing Piece (Crown of the Magister)
- In Multiplayer, a desynchronization occurs when opening the inventory with magic items attuned that grants specific conditions (such as Cloak of Displacement or Ring of Feather Falling).
- The achievement "Chaos Beckons" currently doesn't work. Put an achivement that can't be unlocked and watch the players suffer, chaos indeed.
- Characters protected by Shield of Faith are unable to cast Shield. Shield overflow.
- Greater Restoration currently does not remove Exhaustion
- Spirit Wolves can't climb. They need spirit surgery for their spirit legs.
- Ctrl+S shortcut currently does not work with Dialog & Quest editors (need to save by clicking the save button).
- Using a waypoint that has "Exit Location" enabled in a Custom Dungeon will put you on the Crown of the Magister World Map. Yea I guess the party got extra lost there.
- The quest item "Forge Amulet" can currently be sold through the Scavenger Board. Don't do it, you won't be able to get it back. Scavengers don't offer refunds.
Update 1.3.53
Important Changes
- Added a party stash in Caer Hyfryd for the party to stash their loot, for all you hoarders out there.
- Fixed the Reconnaissance quest (Mask faction) not being completable if the Meeting the Rebellion quest (Forge faction) was completed beforehand.
- Fixed the Mutant Giant Ape in Lost Temple's treasure room not dropping its head upon being killed (Quest item). Look, the head just... it never was there OK? I'm the DM, this was a rare breed of headless Mutant Giant Ape.
- Fixed the AI sometimes taking too long when multiple monsters were hidden in the fog of war. Biding their time. Plotting your demise.
- Fixed The Last Endeavor quest failing upon starting a fight with Sitenero
- Fixed Orenetis not giving his scepter to the party after completing the Major Gate quest. You've been bamboozled.
- Fixed monsters with legendary actions skipping their turn in Multiplayer. Now bosses are bossy again!
- Fixed the exit area in Caer Hyfryd sometimes not reapparing even after completing all the available quests in the city. The guards are just taking precautions with travelers you know, with all the diseases going around in the Valley...
- Fixed the final cutscene not playing properly if you leave Lost Valley by force after aiding the Dominion.
- Fixed the Primal Threat quest (Rebellion faction) being blocked if you left Dinas Gessa before talking to Ellaria. She's ready to talk to you again.
- Fixed a freeze when an NPC tries to cast Light (here's a little secret, NPCs don't have inventories in Solasta... so what happens when they use Light which opens the caster's inventory when cast? Nothing good, that's what)
- Fixed a strange case of identity theft where Vando Klarn was declared dead instead of Cafrain when the latter was killed.
- Fixed a freeze that would occur if the battle started by using a proxy spell such as Call Lightning. Monster dum dum no understand why lightning hurts them, so monster freeze game.
- Fixed being able to bypass the final battle cutscene in Crown of the Magister by teleporting to a very specific spot, which would prevent the final battle from playing out correctly.
- Fixed The Prisoners (People faction) quest no correctly failing if Sitenero dies. He's dead, Jim.
- Fixed Ellaria being in the entrance of Rebellion's Headquarters instead of properly guarding the magic barrier during the Primal Threat quest (Rebellion faction). Slacker.
- The doors in Wizard's Lair can now be opened or closed manually by clicking on them after being opened once.
- Fixed an issue in Multiplayer where players could enter the Abjuration Tower after completing the Light Puzzle in Crown of the Magister but the quest would not update, preventing them from rightfully kicking Razan in the shins.
- Fixed an issue in Multiplayer where quickly spamming the Finish button while leveling up would allow for a level up without selecting a subclass, depriving the serial clicker from any future class features.
- Fixed Meeting the Rebellion quest not failing when failing the intimidation roll after siding with the Forge. What did you expect?
- Fixed even more desyncs - keep the save files coming, it helps us a lot in finding the sources of desyncs.
- The host can now adjust custom difficulty settings and gameplay settings while in Multiplayer.
- Fixed Rugan being able to get stuck in the swamp. Rugan no longer joins your party now, he will rejoin his friends immediately upon being freed. Save files with Rugan being stuck will remove him from the party and complete the quest upon loading.
- Hopefully fixed Giants in the camp suddenly becoming hostile when you entered their camp after doing their questline. If not, please send us your save file.
- The quest Shallow Grave no longer gets stuck if the party kills Charmer before validating the quest "Find Charmer".
- Wolves, Spirit Wolves and Shapeshifted Wolves should now be able to climb and jump again. The wonders of medicine!
- Quality of Life: Added a boatload of crafting ingredients in most shops, no more praying for RNJeesus to bless you with lucky drops.
- The quest The Prisoners will now fail if one of the prisoners die during the quest.
- Added a warning when a player with mods join a Multiplayer lobby. Many desync errors we receive are due to players having mods installed
- Added many new assets to the Dungeon Maker
- Fixed a spawning issue that could happen if the party entered an outpost, left without attacking it and then came back after leveling up several times.
- The People's headquarters' doors are now unlocked if a fight triggers while inside the building.
- Fixed a 2nd fight immediately starting upon rescuing Reya and teleporting to the People's headquarters.
- Fixed an issue where the party could get stuck if they left the Complex before talking to Sitenero, and then came back to talk to him later.
- Rebellion's first quest now properly fails upon start if the party killed Sima before taking the quest.
- Fixed being able to use a ladder in Complex while in battle to change location, breaking the game.
- Fixed Borrowed Luck being able to trigger all the time. 'Cause that's not borrowing luck anymore, it's just plain old cheating, pal.
- Fixed the party not being able to talk to Renno in the quest The Last Endeavor
- Fixed the endgame cutscene not properly triggering in some conditions
- Hopefully fixed an issue that could prevent a Multiplayer game from starting if a player's computer clock was not displaying the right time (yes, that happened more often than you would think).
- Fixed an unwinnable fight that could trigger if an AoE spell remained in the cavern when leaving the tutorial area.
- Fixed Finaliel's Lab doors being closed when battling Orenetis
Other fixes
- Fixed wrong information in quest log after defeating rebels in the Jungle Escort quest
- Fixed an error that could occur in the Noren Outpost during the Jungle Escort quest
- Fixed Stone Golem not using its Slow power
- Fixed the endgame cutscene sometimes not displaying the correct banner in the throne room. That's gotta be a bit awkward, hopefully the steward doesn't get fired over this.
- Fixed Wand of Blight being unusable by Sorcerers
- Fixed Armor of the Vagrant being impossible to craft even by the gods with its DC 56, it now has a correct Crafting DC 16.
- Fixed Holy Weapon dealing the wrong amount of additional damage
- Flying Creatures now only fly away from their target if they actually have the Flyby ability instead of suiciding into 3 attacks of opportunity every round
- Fixed Periphanos missing from the Throne Room in the end game cutscene when Orenetis is reunited with Sitenero. Someone forgot to invite him.
- Fixed the Research Complex being destroyed in the end game cutscene even if The Renewal quest was completed. Fake news!
- Fixed movement sometimes not properly stopping when a character detects a trap on the way
- Fixed Fire Wall tooltip showing 8d6 fire damage instead of 5d8
- Fixed missing icons in the Dungeon Maker
- Fixed Iron Golem missing Fire Absorption and Poison Breath recharging on 5-6 instead of 6
- Fixed Life Drain not working properly
- Fixed dialogs playing too fast in Dungeon Maker cutscenes
- Mac versions will now have Volumetric Lighting disabled by default, as many Mac configurations seem to have issues with Volumetric Lighting causing visual artifacts to appear on screen.
- Teleporting behind the magical barrier in Dinas Gessa without the Rebellion's approval will now trigger a fight with them.
- Fixed Clay Golem missing Acid Absorption
- Fixed not having advantage when attacking Monsters who used Reckless Attack
- Fixed Tremorsense not properly detecting invisible units
- Fixed casting Fly / Levitate on a prone character keeping them permanently prone while in the air
- Fixed cancelling Wild Shape while under the effect of Levitate breaking the game
- Fixed that one trapped chest in Verdant Valley's caves being impossible to disarm.
- Fixed Elusive Target lasting one more round than intended.
- Fixed the quest Wind of Change missing quest markers
- Fixed players being able to leave Caer Hyfryd without visiting Orenetis the first time they enter the city, breaking the quest flow.
- Fixed Aura of Righteousness not applying its bonus to magical attacks
- Fixed not being able to enter the area covered by Vengeful Spirit
- Fixed Coordinated Defense being usable an infinite amount of time
Known Issues
- In Crown of the Magister, using invisibility in the Necropolis of Cradle of Fire when meeting Laethar to bypass the fight and exit the zone will break the quest flow and prevent the main story from continuing.
- In the Shallow Grave quest, if the player chooses to report Charmer, the quest will not tell you to go back to talk to Sima - making it look like the quest is blocked (but it's not, don't be shy just go talk to Sima). The Rebel Outpost Quest will now start, although the Shallow Grave quest will still appear incomplete.
- In the Shallow Grave quest, if the player chooses to attack Charmer while Rugan is still in his cell, he will join the fight against you. Why, we're not too sure, maybe Charmer is his buddy or something. Anyway, if you want to avoid that you will need to finish A Giant Step quest before attacking Charmer.
- In the Shallow Grave quest, the option to incriminate Charmer can be missing. In this case, the only option to proceed forward is to kill him (at least until we fix it). Good lord this Shallow Grave quest got the short end of the stick.
- If you decide to recruit Sitenero, the quest "Escort the Prisoners" is blocked and The People questline can no longer be progressed. The only options to finish Lost Valley are either by force by confronting the Redeemers or to kill Orenetis to get his scepter.
- In Multiplayer, the game sometimes freezes when fast travel fails because of one character is busy.
- Dominion's soldiers may randomly appear in outposts. They didn't get the memo.
- Upon arresting or killing Karelia Snowfox and returning to the inn in the Confrontation quest (Dominion faction), a black screen can occur.
- Not so friendly giants will still attack the party if the player made their save file inside the caverns before the patch
- The end game cutscene may bug out if the player sided with the Forge.
- The end game cutscene may bug out if the player both killed Sitenero and fixed the major gate
- The Giants quest line is blocked if the party goes to the city BEFORE talking to Gartok after starting the Lost Giants quest
Update 1.3.47
- Fixed a very large desynchronization issue that would occur with spells, items or magic effects that affect ability score checks. The #1 offender was the magic item "Stone of Good Luck", and spells such as Guidance, Bless and Bane.
- Fixed a desynchronization that occurred when you open a monster details in the bestiary
Update 1.3.46
- Multiplayer: You can now select a different region when hosting a multiplayer lobby (instead of the game selecting the nearest server for you)
- Dungeon Maker: Removed the "Lost Valley" restriction on a couple of assets that were already available before the launch of the DLC, which made some existing custom dungeons impossible to edit without buying Lost Valley. If you still run into this issue, please contact us on Discord directly with your Dungeon attached.
- Made some optimization to Verdant Valley performance (it will still slow down if you use a Torch or another Light effect in some parts for now).
- Fixed a hidden achievement not being unlocked properly.
- Fixed selecting "auto" for meta-magic, feats and languages during level up sometimes not working properly
- Fixed another few desynchronizations (aside from those mentioned above in the known issues)
- Fixed pinging a dialog NPC or merchant in multiplayer yeeting the pin in outer space.
- Fixed the known issue of the end game cutscene not fully playing properly, except for one particular case (finishing the People Faction but you decide to kill important NPCs at the end)
- Fixed a few cases with the known issue of recruiting the key NPC (prisoner) too early in-game making the game go wild.
- Fixed the known issue where one guard was locked inside a room during a boss battle, the door will now unlock when the battle starts
- Fixed an issue where leaving the tutorial cavern while having an AoE spell active (like Fog Cloud) would lock the game.
- Fixed a few issues with quests related to Reya.
Update 1.3.44_Final
Hey there folks! Lost Valley is finally here, and with it comes a ton of free improvements such as the long awaited online multiplayer co-op mode. Also, if you have some friends that want in now you can play together, Solasta is -60% off and Primal Calling is -20% on GOG until April 21st!
2 - 4 Player Online Multiplayer Co-op Mode (Free):
- Free update to all players who own Solasta, no additional purchase required!
- Compatible with both official campaigns (Crown of the Magister & Lost Valley) and Dungeon Maker custom campaigns.
- All save files can be played both in single player and multiplayer (you can continue a multiplayer session alone or invite your friends to help you in a tough fight).
- All content is synced with the host - if they own the DLCs, you will have access to them too while playing with them!
New Features (Free):
- Spellcasting Chants: Your spellcasters are no longer mute when casting spells, and we’ve added an additional spellcasting animation to boot! (you can turn off chants in the option menu).
- Crafting Feats: Tired of having to pick specific background in order to craft potions and magic items? We’ve added two feats to solve that problem!
- Surprise System Overhaul: Now more faithful to the tabletop rules with individual perception checks for each surprised enemy, making fights more even!
- Random Encounter Update: Instead of surprising / being surprised, random encounters will now often be fought more evenly with both parties aware of each other.
Dungeon Maker Upgrade (Free):
- [Quest] Added a Quest Editor. Add quests to your Custom Campaigns to give players specific objectives and reward them with experience and items
- [Dialog] Added a Dialog Editor. Give your Custom Adventures more charm and lore by adding multi-choice dialogs with NPCs
- [Loot Table] Added a Loot Table Editor. Create your own loot tables for chests and monsters to control what the players get
- [Monster] You can now change a Custom Monster's CR and add resistances / immunities
- [Weapon] You can now fully customize weapons with additional damage dice, damage types, saving throws and even conditions
- [Gadget] Added a multiple exit gadget that allows the player to choose which map they go to next
- [Props] Added new props to existing environments, such as trap doors, destroyed furniture, corpse piles, rivers, towers...
New Level 1 - 12 Campaign (Lost Valley DLC required):
- A replayable non linear story with multiple endings, as you will be the one deciding which faction to side with in order to escape the Valley.
- Brand new environments to explore, Lost Valley does not take place in the same region as Crown of the Magister.
- New foes to face, with iconic monsters such as Giants, Hags and Golems who will try to turn your party into mush.
9 New Subclasses (Lost Valley DLC required)
Dungeon Maker Additional Content (Lost Valley DLC required):
- [Environments] Added 4 new environments from Lost Valley: Jungle, Swamp, Valley City & Valley Palace
- [Monsters] Added new monsters from Lost Valley, such as Golems, Hags, Dryads etc...
General Improvements (Free):
- You remember the one time that unlit torch on the wall succeeded its Dex Saving Throw against your Sacred Flame? Yea that's no longer possible, gadgets will now always fail their saving throw.
- +1 and +2 versions of mauls, spears and crossbows are available at last! Now our dwarven weaponsmith will finally be able to go back to see their family.
- Added Conjure Fey to the list of available spells. More creatures to summon! That couldn't possibly go wrong.
- Damaged shared between the Druid and their Kindred Spirit is now shown in the combat log. Now you will no longer wonder when you lost all that health without ever being hit!
- Redeemers now have a proper climbing animation instead of doing a UFO impersonation.
- Druidic focus items can now be found in stores, druids rejoice!
- Flying units can now move through crawl spaces. You no longer need to cancel Fly to crawl through that little hole!
- Arrows and other projectiles are now automatically stacked when opening loot bags. That's our Invisible Servant at work here, pretty neat eh?
- Added a Wand of Identify that costs 500 GP for those poor parties of adventurers who don't have access to this all so important spell.
- High level casters will now prioritize using their more powerful AoE spells first, and cantrips usage priority has been lowered. Lower level casters will also do that if Deadly AI is activated.
- Conjured Elementals no longer attack their summoner if the spell's concentration was broken willingly or if the spell duration runs out.
- Detect Magic can now be cast directly when right-clicking items in the inventory
- Charm Person is no longer completely overpowered in combat. It now forces a target to skip their turn as long as they fail their saving throw on their turn.
- True Seeing now automatically reveal hidden objects.
- Automatic critical hits on paralyzed creatures are now properly explained in the combat log.
- Empty chests are now greyed out in the Blueprint (Minimap). You no longer need to remember what you already looted and what you haven't looted yet!
- Added new textures to +1 and +2 Studded Leather Armors
General Bug Fixes (Free):
- Fixed Druids not being granted Quest XP if they were in Wildshape form. I mean to be fair, how were the quest givers supposed to know they had to give a share of experience to that weird bear accompanying the party?
- Polished the jump and climb animations of Druids when in Bear form, which looked a little wonky.
- Removed non-functional Eyebite scrolls from the game, and fixed the name of True Seeing, Freezing Sphere and Circle of Death scrolls.
- Some monsters had wrong attack modifiers / AC and other values when compared with their attributes. Those little cheaters. Fixed.
- Fixed some weapons not being properly oriented when held in characters' left hand.
- Wall of Thorns now properly deal slashing damage instead of piercing damage. Why? BECAUSE THAT'S IN THE BOOK, THAT'S WHY.
- Fixed the crafting panel not showing everything properly when multiple items finished crafting at the same time.
- Soraks and Werewolves now properly get disadvantage on their saves against Moonbeam. Because that's what the spell's good against. Shapeshifters.
- Fixed Kindred Spirit's stats being based on the Druid's animal form if summoned while Wildshaped.
- Spike Growth no longer affect flying creatures. Because everyone knows Flying-type creatures are immune to Ground Attacks.
- Fixed Brutal Critical not using the versatile damage die when relevant.
- Fixed conjured creatures sometimes appearing as "Unknown" because their own caster was too dumb to know what they summoned.
- Accidently dragging and dropping an item to the same slot it was already in no longer consumes your action.
- Elves and Half-Elves just remembered that Hypnotic Pattern is considered a Charm Effect and that they should have advantage to saves against that spell.
- Action Surge can no longer be used when incapacitated as the only thing it allowed you to do was twice the amount of nothing.
- The DM has started to keep track of magic item charges, players can thus no longer keep using magic items while out of charges.
- After re-reading the rules for the hundredth time, the DM also realized that using a spell scroll should prevent the caster to cast a bonus action spell in the same turn. No cheating!
- Multiple damage resistances / damage vulnerabilities of the same type no longer stack.
- Cancelling a proxy action with the Escape Key will now correctly refund the action.
- Fixed Uncanny Accuracy sometimes not working properly for Ranged Weapons and Ranged Magic Attacks.
- Wand of Winter now correctly casts Ice Storm instead of Blight and Wand of Blight now correctly casts Blight instead of Ice Storm.
- Flaming Sphere now correctly gets upcasted when casted by a Shock Arcanist
- Fixed some high level features / spells such as Volley or Eyebite not triggering battles when used on unsuspected enemies. What was that? Must have been the wind.
- Fixed Barbarian's rage resistance not correctly working against magical slashing, bludgeoning and piercing damage.
- Fixed Protection from Evil which was working regardless of the enemy creature type. Should have been named Protection from Pretty Much Everything.
- Fixed Calm Emotion not working properly on allies.
- Fixed pre-made Barbarian Preka somehow possessing the Protection Fighting Style. This change only applies if you delete your existing Preka character file from the folder though.
- Fixed Ogres throwing their mace instead of their javelins. I mean granted Ogres are stupid, but not THAT stupid.
- Fixed Hunter's Mark working with Magic Missile, turning any enemy into swiss cheese.
- Fixed Detect Magic not properly requiring Concentration.
- Fixed Arcane Fury not being properly applied to Sunbeam.
- Fixed Staff of Healing not granting the caster ability bonus that it should.
- Fixed Pendant of the Healer being permanently stuck at zero charge. Surprisingly the players did not find this as funny as the DM did.
- Fixed concentration spells breaking when Druids would lose their Wildshape form.
- Fixed Wildshaped Druids sometimes become completely undetectable by enemies when stealth.
- Fixed Magic Weapon being able to target magical weapons, which did absolutely NOTHING. YOU LOSE. GOOD DAY SIR!
- Fixed any buff / debuff being instantly dispelled the moment the party entered the world map, instead of running its normal duration.
- Fixed Scrolls sometimes not being usable by casters even though they were part of their domain / oath spell list.
- Goodberries can no longer be cast on the world map if the casting conditions aren't met (such as not having a focus equipped)
- Fixed Preserve Life being able to target creatures above 50% HP even though it only worked on creatures below 50% HP
- Fixed being able to cast Levitate or Fly on already flying creatures.
- Fixed grapple characters sometimes not being released from the grapple even after the creature's death. Damn those Remorhaz have strong jaws.
- Fixed Chain Lightning not prioritizing enemies when seeking additional targets. Melee classes rejoice.
- Fixed moving an enemy up or down with Levitate being a free action, leading to very fun tactics such as the "Deep Fryer" where the caster would repeatedly dunk an enemy in and out of damaging area spells such as Wall of Thorns.
- Fixed a few cases where an enemy would freeze in combat for several seconds before starting to act again.
- Fixed... oh lord that one is pretty bad. Fixed the Surprise System in the World Map being inverted. Basically what used to happen is that if your party rolled better than the monsters, you would end up surprised instead - and vice-versa, monsters would end up surprised if they rolled better than the party. This is why late game when your party's perception score became higher and higher you would end up getting surprised more and more often - even more if you were traveling at a slow pace.
- Fixed a few cases where enemies would run back and forth like headless cockatrices
- Fixed dwarves holding crossbows wrong. Don't ask me why, apparently they just didn't know how to properly hold their crossbow. Must have skipped crossbow holding classes.
- Removed Large Monster repellent from stairs which made Large Monsters unable to walk up and down stairs in the past
- Creatures will now play their idle animation after their emote in the bestiary to avoid excessive movement while looking at their stats.
- Unconscious characters no longer have the right to roll perception against characters in stealth.
- Fixed Berserkers being permanently in Reckless mode. Yes they be angry, but everyone needs to chill out from time to time.
- Fixed Gold Dragons not being immune to fire. What is this travesty?!
- Fixed Druids and Sorcerers previously not being able to use Wand of Lightning Bolt
- Fixed Spiritual Weapon action remaining visible even after being used during the turn.
- Fixed Heat Metal adding a duplicate condition every time it was reapplied, granting the target a nice garland of Heat Metal icons on their profile.
- Fixed Heroism being able to target enemies.
- Fixed the Dodge button sometimes remaining visible even after being used.
- Fixed Black Tentacles previously not requiring concentration.
- Fixed Guiding Bolt not showing any visible light on the target, even though it provides dim light.
- Fixed a rare freeze that could happen if a character that is already dying receives more than their max HP in damage in a single strike.
- Fixed an exploit where Paladins could use an infinite amount of level 1 slots for free smites. You get a smite! And you get a smite! Everyone gets a smite!
- Fixed Protection from Energy lasting 24h instead of a single hour.
- Fixed casting spells from scrolls sometimes not taking into account the caster's spellcasting attribute.
- Fixed being able to kill your computer when casting multiple unoptimized Faerie Fire. Since Revivify don't work on computers, we decided to optimize Faerie Fire instead.
- Fixed not being able to cast Acid Splash on adjacent enemies if one of them is large.
- Fixed not being able to mark Brightwall Shield as a focus
- Fixed being able to interact with invisible statues during a certain fight which may or may not involve a dragon in CotM
- Fixed Hurl Flame from Create Flame not being able to be readied as a Cantrip.
Dungeon Maker Bug Fixes / Improvements (Free):
- [Gadget] Added a gadget to remove NPCs from the map
- [Gadget] Added a virtual exit gadget that allows the party to exit the map by interacting with it
- [Gadget] Added a teleporter gadget to teleport characters within the same map
- [Gadget] Exit gadgets can now be activated / deactivated
- [Gadget] Entry activators can now interact with other gadgets
- [Gadget] Stepping on a plate activator will now behave as a toggle (instead of having to stay on the plate)
- [Lore] Lore texts are now recorded into the Journal and can have custom display durations
- [Items] Added some missing Primed Items
- Campaigns / Dungeons uploaded without an image will now default to a Solasta Logo
- Separated the campaign description field into 2 fields: description (campaign lore) and technical info (information for the player)
- Full item name will now appear as tooltip when hovering items in chests
- Activator plates will now be highlighted when Alt is pressed
- Disabled gadgets no longer highlight when pressing Alt
- Fixed an issue where traps would not activate properly
- Fixed an issue that could happen when merchant inventories contained no items
- Fixed an issue that happened where multiple campaign shared the same name
- Fixed Cabinets not having collision
- Fixed Custom Saving Throws & Ability Checks display
- Fixed an issue where some housing props were not properly aligned in the "Town" environment
- Fixed all lootpacks showing "CR 0"
Known Issues:
- If you get the following error message when trying to start a Multiplayer Campaign "Error loading: Could not recover the necessary multiplayer information from other players", make sure to check your computer's clock time. If it's not synchronized properly with real time the security token generated may be invalid, thus locking you out of playing online.
- There's an exploit where you can recruit a key character (a prisoner) too early during the DLC campaign, which makes the game go a little banana if it happens.
- Under certain conditions, the end game cutscene only partially plays out (missing a part) and you will be stuck on a black screen instead of going back to the main menu (you will still be considered having completed the game).
- In a certain boss fight, if the combat doesn't end because a guard is still fighting but you can't find him, he's hidden in a room and you will need to loot the key on the corpse the boss before opening that room.
- Do not add characters such as / or \ in your character's name, it will render the character file invalid.
- The Dungeon Maker maps can't be edited even if they belong to you. We're working on a fix!
- Borrowed Luck (Mischief Domain) can be used even when rolling a saving throw with disadvantage
- Elusive Target (Mischief Domain) can sometimes last an additional round
- The area covered by Vengeful Spirits (Haunted Soul) cannot be crossed by player characters
Alright folks, time for you to head into Lost Valley! If you're looking for people to play multiplayer co-op with, make sure to drop by our Discord Server to meet new friends!
Article by Tactical Myzzrym