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Hotfix #3 - v0.4.4.114967

Hotfix #3 - v0.4.4.114967

Hey hey people!

We’ve got more fixes and improvements coming your way, so get ready! Note that today is likely to be one of (if not the) last hotfixes before we head back to focusing on our next big release: EA Update #2. Watch out, it’s going to be meaty - for those asking for more content, we’ve got you!

v0.4.4.114967 Changelist

  • Clicking on character portraits in the initiative bar while it’s not your turn should now properly focus on the selected character.
  • The Camera should now properly follow the action during combat! Huzzah! Mr. Cameraman came back from buying milk and cigarettes! 
  • Fixed Giant Crab Clacker never using their Inky Spit attack. Y’know it’s kind of like when your pokemon learns a new move and you delete their ranged attack by mistake. Well that should be fixed now. 
  • For those who hate diplomacy, Ilias should now be combat ready. And by that I mean he no longer uses “spear attacks” with a greatsword attack animation while holding… a LONGSWORD (his mentor be like “we trained him wrong as a joke” or something). Oh and do be careful, he now correctly attacks twice per turn and has a shield bash ability. Yea he’s supposed to be dangerous, that’s why he was sent in the first place. 
  • Fixed Landry shooting arrows with his sword instead of his bow. Wow Landry you really got to teach us that move, that could come in handy.
  • Enemies under the effect of Turn Undead now properly have their Turned condition removed when damaged. And they do be proper mad at you for abusing this. 
  • Fixed the Mana Painter Sorcerer being able to Mana Drain allies. Now they need to use AoE spells instead to properly troll their friends like everyone else.
  • Finally (?) fixed (hopefully?) the annoying bug where your stats could reset if you were multiclassing and would level your secondary class past level 1. Let us know if you’re still running into other instances of stats being reset, with a clear explanation on how it happened!
  • Fixed more instances of the enemy’s turn sometimes not ending properly when hit by an opportunity attack. At some point we’re bound to find all the reasons why this happens. 
  • Fixed preparing a punch making a sharp metallic sound. Unless your name is Edward Elric I’m pretty sure it shouldn’t sound like that. 
  • Fixed spell VFX being visible in multiplayer for non-host players during cutscenes, potentially turning them into sick rave parties but also making them less immersive. 
  • Fixed the minimap not properly unveiling some part of the Siklas Temple, Lion’s Den and Caer Mar when exploring the respective levels. But hey on the bright side that means you can stack Photon Cannons for the next wave. 
  • Made some improvements so the characters are a little less jittery in multiplayer. By removing coffee from the standard food rations.
  • Fixed vulnerability and resistance calculation not being displayed in the combat log of non-host players. 
  • Fixed non-host players quest list not being limited to 3 max on the side of their screen
  • Fixed the fast travel to the Shrine to Arun not working in Tamesh Camp 
  • Fixed a sequence break where you wouldn’t be able to recruit Sethina if you fast traveled to the tavern in Caer Mar. Yes I know adventurers need their beer after getting back to town but back in my days we walked to the tavern we didn’t TELEPORT to it. 
  • Fixed being able to rest in the tutorial before fighting the Kobolds. You lazybones. 
  • Fixed a previous hotfix breaking the inner iris size setting in the Character Creator. 99 little bugs in the code… patch it around, 117 little bugs in the code…
  • Autoprepared spells (Domain Spells etc) should now be available again to use. As they should.
  • Removed the dialog option to ask about the Siklas Witch when talking to Mek Tamesh despite… well, not being supposed to know anything about a supposed Siklas Witch? And that folks is what happens when you make adjustments to the story and shuffle questlines around. Ah, the joys of Early Access. As a heads up more changes will come with the big Early Access Update #2. 
  • Similarly, fixed the party mentioning teaming up with Sethina when talking to Rickard about the Siklas Witch, despite not actually having teamed up with her (yet). Give them a break Rickard they just wanted to pretend they hanged out with the cool kid, there’s nothing wrong with that. 
  • Fixed some contextual actions like stabilizing an ally sometimes not appearing or not working out as they should. 
  • Fixed a blocker that could occur when a non-host would start an ambush with a spell. 
  • Fixed prone characters not standing back up if the combat ends before their turn, making them slide around on their knees everywhere. A hilarious sight, but not an intentional one. 
  • Fixed the end turn button sometimes being greyed out for some time after dealing damage. Give the DM some time to take some notes guys, and throw them some snacks too while you’re at it. 
  • Fixed the game sometimes showing a “Back” button when starting combat with an attack instead of Next Turn. 
  • Fixed the Authentic Difficulty Setting having the Somatic & Material Spell Component options turned off by default. You want authentic, you get authentic - suffer with your weapon loadout like the rest of us! 
  • Fixed a crash that could occur in multiplayer for non-hosts when the host reloads a save during a cutscene.
  • Fixed being able to “lend” your pact weapon to other characters. Pretty sure that’s not in the contract buddy, thought your Patron wouldn’t catch you doing that?
  • Fixed Cleave Weapon Mastery not working properly for non-host players in multiplayer.
  • Fixed a rare multiplayer crash that could occur when leaving a Random Encounter
  • Fixed a rare multiplayer blocker where leaving Lion’s Den with a specific team composition can lead to one non-host player being stuck in the loading screen and the host being unable to move on the world map. A gold medal to our QA tester who found that one…
  • Fixed the character starting a combat with a ranged attack in stealth mode in multiplayer sometimes randomly losing all movement points the first turn. And only when they’re not the host. And when Mercury is in retrograde (probably). 
  • Fixed a rare bug where non-host players could sometimes be catapulted above the clouds and far away from Neokos when leaving a World Map Event. Investigations point towards being sneak attacked by a Skyrim giant while in the loading screen, which would explain everything. 
  • Fixed a rare bug where you could potentially push Deorcas out of her shield during the tutorial, which would be a little awkward for her. 
  • Fixed the host’s camera sometimes starting to follow the wrong character when a non-host would activate a lantern while the host is playing in indirect control, or when a non-host character would deal the final blow at the end of a combat. Huh.
  • Fixed a rare bug where you could break the tutorial by spam clicking the Short Rest button right after the end of the combat with the Kobolds and before the quest objective updates. Adventurers may I suggest you lower your coffee intake? 
  • Fixed a weird bug where you could sometimes crash your game by pressing quick save (F5) or quick load (F9) while highlighting an enemy with your mouse.
  • Fixed a rare bug that could occur if both the host and a non-host player would activate a Long Rest within 1 frame of each other, getting the game stuck in the Long Rest screen. I liked it better when frame perfect was used for speedrunning or doing sick combos in fighting games. 
  • Fixed a strange bug where if you changed weapon masteries on all your characters during a long rest and then changed weapon masteries on ONE character after a second long rest, the others would no longer be able to change weapon masteries until a save/reload. Guess that one guy ate the weapon masteries of everyone else. 
  • Fixed another strange bug (yes we’re deep into esoteric bugs territory if you haven’t noticed by now) where it was possible to open a debug screen by clicking on the inventory icon in the top right of the screen during the turn of a companion.
  • Fixed Scar #2 icon being invisible in the Character Creation
  • Fixed another (yes) weird bug (uhuh) where you could open a lexicon in a Character Info panel while moving to trigger an automated cutscene, keeping the pop-up visible during the entire cutscene. 

Localization fixes:

  • Fixed tags sometimes incorrectly appearing in the Kivuli’s names in Spanish
  • Fixed tags incorrectly appearing in the Weapon Configuration loading screen in English
  • Fixed climbing up & down sometimes showing the same text in Spanish
  • Fixed tags incorrectly appearing when creating a Paladin in Russian
  • Fixed two MISSING STRING TABLE ENTRY in the tutorial after the Kobold fight
  • Fixed MISSING STRING TABLE ENTRY in Life & Oblivion Cleric Domain Spell Lists
  • Fixed Exhaustion not being properly localized in all languages

Known Issues:

  • Allies’ portraits can sometimes appear as enemies in the UI in multiplayer. That was probably one Burning Hands too many.
  • Spam clicking an enemy when attacking with a weapon can sometimes trigger two attacks instead of one. But that’s cheating. You wouldn’t do that would you? Cheating? Right in front of my DM screen?
  • In Multiplayer, non-host Fighters sometimes trigger their power twice when using them. Gee Bill! How come your mom lets you get TWO Action Surges? 
  • Death countdown timers during combat are behaving very strangely. As in, 10… 9… 3… 1… 0 or something like that. Someone might have skipped math class.
  • If the host reloads a save while a player is joining the session in multiplayer the latter will crash in a pit of snakes and hellfire. Okay maybe just the game crashing, the rest might be figments of my imagination. 
  • Some players reported the game freezing and crashing while in combat when playing on an Nvidia 4060 Ti. I’m not going to make the affront of telling you to get a new GPU considering the market prices these days, we’ll investigate why that happens.
  • On rare occasions, reloading a combat auto-save can make random monsters be considered “not visible” by the game when trying to target them with a ranged attack before they move again. 
  • In Multiplayer, non-host players sometimes see no characters in World Event dioramas. Where is everyone?!
  • In Multiplayer, when a new player joins mid-combat, they can sometimes see dead enemies appear as if they were alive (can’t be targeted though). Wait, isn't that the plot of a movie? 

Annnnd that’s all for today, folks! As a reminder you can help us find and squash bugs by letting us know when you run into them by heading to https://www.solasta-game.com/support and sending us a ticket (no account needed). The stat loss when multiclassing was a good example of that, where one user listed the exact steps to trigger it reliably 100% of the time! Thank you again for helping dear players, and may we meet again for our next big Early Access Update!

Stay in the light!

Article by Tactical Myzzrym

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1 October 2026
Hotfix #2 version v0.4.3.113670

Hotfix #2 version v0.4.3.113670

Hello adventurers!

We have two announcements regarding the game today!

Beta branch
Great news! We’re bringing the bug fixes from the Beta Branch to the Default Public Version of the game. You’ll be able to benefit from the latest improvements starting today!
You can find the full list of changes in this article:
Beta Branch v0.4.3.113670
 
Epic Online Services Maintenance
There will be an upcoming maintenance of Epic Online Services, the service we use for Multiplayer lobbies and sessions.

Solasta II Multiplayer may be unavailable for up to 90 minutes, beginning 22nd September at 07:00 AM BST | 08:00AM CEST | 23:00PM PDT (on the 21st).

Enjoy your journey through Neokos!
Keregald, servant of the Light 

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21 September 2026
Beta Branch v0.4.3.113670

Beta Branch v0.4.3.113670

Hello Colwalls!

 

As we continue to improve the game, we are making a Beta Branch available with bug fixes ahead of the next patch.

This branch gives you the opportunity to benefit from these fixes early if you are encountering any of the issues listed below in the Default Public Version.

Please keep in mind that this is a Beta Branch, so you may still encounter bugs and it may not be as stable as the Default Public Version.

To access the Beta Branch, simply right-click on Solasta II in your Steam Library and select Properties. Then, go to the Game Versions & Betas tab and select Beta.


When playing on the Beta Branch, you will use a separate save file. Any progress made and saved on this branch will remain separate and will not affect your saves on the Default Public Version.

Remember to switch back to the Default Public Version when you're done testing, as future hotfixes won't automatically be available on the Beta Branch.

Changelog Beta

  • Classes
    • Fighter
      • Addressed the bug where the Male Fighter Class appeared with Warlock Clothes if the Client chose a Fighter from Character Collection for both the Client and the Host
    • Paladin
      • Fixed the bug where Divine Favor did not appear to work - it didn't grant additional damage on an attack
      • The Divine Smite auto-prepared spell should no longer be visible in the cantrip choices of a Paladin leveling up to level 2
    • Sorcerer
      • Fixed the bug where the Sorcerer Origins spells (like Bless or Scorching Ray for Star Child) were either absent or not accessible in the spell section / despite being marked with a green check (for those already in the Sorcerer Spell list)
    • Warlock
      • Warlock Class now has a temporary description in the Character Creation screen
      • Addressed the bug where the Male Fighter Class appeared with Warlock Clothes if the Client chose a Fighter from Character Collection for both the Client and the Host
      • Addressed an issue where, after reaching level 3 with Reassign Hex active through concentration, selecting an Invocation with a power such as Fiendish Vigor could cause the Invocations icon to be replaced by the Reassign Hex icon.
      • Addressed a bug where Hex didn't disappear after a Long Rest despite requiring concentration (between 1 and 4 hours depending on the spell slot)
      • Fixed the bug where a Warlock with Divine Smite (through the invocation Pact of the Tome) didn't appear to get the additional damage when applying it on a hit
      • Made changes to solve the bug where, when attacked, if a character used Hellish Rebuke as a reaction, the spell appeared not to be cast (no damage was dealt and the spell slot wasn't consumed)
      • Addressed the bug where the reapply Hex button used to be available every turn, even if the target with Hex was still alive
      • Fixed the bug where Reapply Hex didn't show the additional damage provided by the Hex spell
  • Spells
    • Fixed the bug where, when a client cast Shield, the attack appeared to still pass even if under the new AC (AC+5)
    • Modified the Concentration spells (like Bless and Guidance) as their durations did not appear to tick properly if the Client cast them
  • Character Creator
    • Fixed a bug when a client requested a character slot, the displayed name was that of the player who owned the slot instead of the client requesting it.
  • World Map
    • General
      • Modified the terrain on the World Map as it used to appear orange/dead after leaving any World Map Event
      • Made changes to ensure the Temporary World Map events that should remain available for two Long Rests no longer disappear after only one Long Rest.
      • On the World Map, the level-up should now appear to apply to the Client characters
      • Changed one specific area before the Cave entrance that had an extra navmesh, where the characters could levitate and then teleport
      • Fixed a crash occurring during seamless travel when the host saved and reloaded in the latest build
      • Addressed a crash happening during a seamless travel (BrimstoneTargetActor) after a save and reload in combat while in control of the companion Twosa in the latest build
      • Fixed a bug where the fourth player could never load into The Sentinel
      • Made changes to address a bug where, during Sentinel 2, the teleport waypoints for fast travel would be available on the map, leading to closed locations or not working
      • Addressed a situation where Clients experienced a crash when the Party left through the portal in a Random Encounter
    • Ferendragh Monastery
      • Made changes to prevent the kobolds from passing next to the characters without noticing them in Cautious mode.
  • Bugfixes
    • Combat & AI
      • Addressed a bug where the client might be forced into preview before their turn, which could generate issues
      • Addressed a bug where it was possible to switch weapon configurations during the preview in combat
      • After opening a fight with an attack, quick saving / reloading should not appear to show the main action anymore as available with actions still greyed out (while the action should be consumed)
      • Updated the colors of the rolls for enemies and allies in the console window to avoid confusion.
      • Addressed a bug where Clients couldn't move on their first turn if they ambushed the enemies
    • Quests & Exploration
      • Addressed a bug where, after leaving Tamesh Camp for Caer Mar, a Ka’Umm quest repeated itself several times before disappearing
    • Audio & Interface
      • Removed the Banters and Quips that could be audible while navigating in the map, quest, or faction menus (and also during a rest)
      • Modified the order of appearance when pressing LT / RT to switch characters in the inventory to follow a left-to-right logic in multiplayer
      • Made changes to a bug where, while in Cautious mode (Hide action), the verbal component of the precast didn't play
      • Fixed a bug where the Clients did not get the "Ctrl+Middle mouse to ping" UI tooltip in the top-right corner (once)
      • Modified the display of the video settings to remove the upscaling description mentioning an "off" position that could not be selected in the settings
      • Corrected the rotation as it appeared to stop after 1 second when trying to rotate the character in the inventory screen (can be rotated afterward)
      • Fixed a bug where, upon entering a location, a character was set to indirect control regardless of whether they were under direct control on the previous map
      • The interaction related to Gather Party shouldn’t have its animation played anymore when the interaction is attempted, but rather when all the party members are ready to proceed
      • All health bar values have their tag improperly shown
      • Addressed a bug where the Client camera strafe didn’t work in battle until they possessed a pawn
      • Joining the game as the client during a cutscene should not make their character stutter inside the ground anymore
      • When starting a new game without any saves, the characters that appear in the main menu are in common clothes
    • Visuals & Equipment
      • Made changes to prevent the control icon from switching to Indirect mode when a client switched between two characters, even though the actual control mode had not changed.
      • Addressed an issue where the screen could remain black, even after leaving the area, if a player held down the Circle/B button immediately after leveling up a Character.
      • Fixed a bug that made the Boots of Elvenkind appear to be a bit too big
    • Rules & Character Mechanics
      • Fixed a bug where a Client character in Cautious / Stealth mode would move at standing speed after the Host saved and reloaded the game.
      • The characters controlled by the Host move faster than the characters of the Clients
  • Known issues
    • The character portrait can sometimes appear white / very lit for a client.
      • Workaround: Entering a new location will reset the portraits.
    • Some clients can randomly experience visual issues on the World Map after picking up Twosa.
      • Workaround: No current workaround but it should be solved when the host enters a new location
    • There can be yellow circles under allies that can be seen during combat.
      • Workaround: Reloading a save might fix the issue.
    • Some clients can still experience endless loading screens when exiting maps
      • Workaround: No workaround currently as the fix is a work in progress

 

As usual, we invite you to join us on our official Discord server to report any issues you encounter and share your feedback with us.

Your reports help us identify and address issues as we continue to work on bug fixes and improvements for upcoming patches. You can check our current list of known issues here: https://www.solasta-game.com/support/article/12-v042112340-known-issues

Keregald, Servant of Light

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17 September 2026
Hotfix #1 version v0.4.2.112436

Hotfix #1 version v0.4.2.112436

Hello adventurers!

Today, we release a new version of the game that addresses several issues described below.

Changelog v0.4.2.112436

 

  • Addressed random crashes when using the Quick Load feature or during map transitions.
  • Made changes to address potential infinite loading screens upon leaving for the Worldmap.
  • Characters shouldn’t be stuck in their first turn when ambushing enemies anymore.

 

These changes will be available directly in the Default Public Version.

Please join us on our official Discord server to report any issues you encounter and share your feedback with us.

 

Your reports help us identify and address issues, and we will continue to deliver more bug fixes and improvements in subsequent patches. You can already find a list of known issues here: https://www.solasta-game.com/support/article/12-v042112340-known-issues

 

We hope that you enjoy your exploration of Neokos!

Keregald, Servant of Light

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14 September 2026
Dev Update #27 - Early Access Update 1

Dev Update #27 - Early Access Update 1

Frangipane is ready to choose her Warlock Patron!

Early Access Update 1 is out now! Gather your friends and discover online co-op multiplayer, the Warlock class, new character customization options, 30 new World Events, and more in Solasta II.

Update 1 Trailer

Update 1 for Solasta II is out now! Discover everything it brings in this trailer!

Want a closer look? Read on for an overview of the new features included in Early Access Update 1.

 

Connection Issue Indicators

We also added performance indicators to help you better understand the connection issues you may encounter. Here is how they currently work.

 

Character Saves and the Character Collection

We have updated how characters created in the Character Editor are saved.

You can now choose between Apply and Save.

Selecting Apply applies your changes and returns you to party setup without adding the character to your Character Collection.
Selecting Save applies your changes, adds the character to your Character Collection, and returns you to party setup. 

The Save option applies the changes and adds the character to the Character Collection
Save: apply the changes without adding the character to your Character Collection.
The Apply option applies the changes without adding the character to the Character Collection
Apply: apply the changes and add the character to your Character Collection.


Before you head out to experience the new content available, please have a thorough read below to find all details about:

  • Alternative Steam branches in case of major blockers
  • Understanding issues we already know of and will try to fix as soon as possible (thanks for your patience!)
  • A complete (and long!) list of all things fixed, added or improved since the last major update, last June!

Previousversion and Beta branches

Previousversion branch

While your save files should remain compatible with the new update, you have the possibility of rolling back to the previous version if you’re running into issues that did not occur previous to Update 1 release (simply bear in mind that the game will be playable solo only and without the new warlock class). To do so, simply right click on Solasta II in your Steam Library and select Properties, then go to the Game Versions & Betas tab and select previousversion.

Beta branch

Following the same process as described above, you can choose this version instead, especially if you encounter either of the following issues with Update 1 Default version:

  1. You experience infinite loading screens upon leaving for the Worldmap
  2. Characters can't move on their first turn if they ambush the enemies
  3. You experience crashes upon rejoinin the session after quitting and relaunching the game

This version of the game should get you going!

Just make sure you go back to the Default public version at some point, otherwise you won’t get the newest hotfixes later on!

 

Known Issues

For the latest information about known issues and available workarounds, please refer to the Solasta II Known Issues document. If you encounter a bug, you can report it using the dedicated bug-reporting feature on the Solasta Support page.

 

v0.4.2.112340 Changelist

Classes

Cleric

  • Attempted to fix an issue when leveling Sorcerers and Clerics to level 4 where all level 1 spells could already be selected while the game still required selecting another one, preventing players from swapping their level 2 spells.
  • Addressed an issue where the Cleric characters when created via Quick Creation or Advanced Creation appeared with Mace in the Weapon Slot, Shield in the second slot, and the Light Crossbow un-equipped. This setting prevented the characters from casting spells as they didn't have a free hand.
  • Corrected an issue where Hairstyle 20 clipped through Fighter and Cleric shields

Fighter

  • Prevented a blocker caused by clicking Next in the Proficiencies tab during an Advanced Fighter level-up to level 4
  • Fighter characters should now receive their intended armor when starting a game.
  • Addressed an issue where choosing to multi-class to a level-1 Fighter would result in damage rolls receiving abnormally large numbers and dealing tons of damage to enemies in Combat.
  • Corrected an issue where Hairstyle 20 clipped through Fighter and Cleric shields

Paladin

  • Casting Divine Favor no longer incorrectly changes an attack's success probability
  • Free Divine Smite should now correctly count as a bonus action in combat
  • Paladins should be able to use a Free Divine Smite in combat after expending all spell slots
  • Characters multiclassed as Paladin 3 / Sorcerer 1 should not be able to prepare level 2 Paladin spells before reaching Paladin level 5
  • Addressed a crash happening when the Paladin used the Cast Spell button in the combat in Lion’s Den
  • Addressed an issue where the Paladin Class features layered through his Class description on the Character Creation screen on Steam Deck.
  • The Divine Smite interface no longer appears when the bonus action has already been spent in the same turn

Rogue

  • Added Cunning Action / Hide to the Rogue
  • Addressed a bug where the DC calculation for Rogue Shadow Caster was displayed as CON while it should be INT in the UI Logs.

Sorcerer

  • Corrected Shadow Armor's infinite duration to match the spell's description
  • Attempted to fix an issue when leveling Sorcerers and Clerics to level 4 where all level 1 spells could already be selected while the game still required selecting another one, preventing players from swapping their level 2 spells.
  • Characters multiclassing into Sorcerer level 2 should not be able to select their Metamagic options during level-up
  • Corrected the description of the spell “Shadow Dagger” as it wasn't displayed properly for the Russian language due to an improperly closed tag.
  • Quickened Spell no longer appears or becomes usable after the main action unless it was selected during level-up
  • Characters multiclassed as Paladin 3 / Sorcerer 1 can no longer prepare level 2 Paladin spells before reaching Paladin level 5
  • Addressed a bug when, while in Combat, upcasting Chromatic Orb and getting it to bounce/leap twice in one cast caused a blocker.

Wizard

  • Corrected Shadow Armor's infinite duration to match the spell's description
  • Characters multiclassing into Wizard level 2 should not be able to select their Metamagic options during level-up
  • Addressed a bug when, while in Combat, upcasting Chromatic Orb and getting it to bounce/leap twice in one cast caused a blocker.

Spells

  • Updated the icons for several spells
  • Resolved a blocker that prevented players from ending their turn after using "Ready Action" in combat.
  • Targets that succeeded on their Wisdom saving throw against Hideous Laughter are no longer knocked prone

Character Creator

  • Removed the delay and unwanted subtitle that occurred when playing a voice line in Appearance Customization
  • Improved several hairstyle visuals.
  • Resolved visual issues affecting character faces.
  • Improved Character Creation stability by addressing several crashes.

World Map

  • Resolved several visual issues on the World Map
  • Improved the reliability of several events by resolving issues that could prevent progression.
  • Addressed visual issues in Caer Mar, Old Harbour, Star Temple, and Old Siklas Building
  • Added fast-travel waypoints to Ferendragh, Caer Mar, Sentinel, Star Temple, Lion's Den, Lost Treasure, Haunted Harbor, and Tamesh Camp

Ferendragh Monastery

  • Landry's weapon should now visible when he attacks during combat
  • Landry's final banter after the Kobold combat should no longer appear as a Missing String Table Entry
  • Made changes to a bug making all characters' cloth jitter after a camera-angle change during the Landry cutscene

Siklas Temple

  • The Cave Ettin's weapons should now be scaled correctly for his size
  • Going to The Sentinel for a third time should no longer cause the characters to be out of bounds
  • Long Rest should now be available after the new Harpy encounter when players previously chose a peaceful resolution and took a Long Rest

Caer Mar

  • Corrected a bug with a visible day-cycle change at the end of the Trespassers cutscene in Caer Mar
  • Characters' legs should no longer clip into the terrain in Caer Mar's prison cell
  • The minimap should now display the correct Caer Mar map upon entering the location

Old Harbor

  • When traversing the World Map, players should no longer become stuck in Old Harbor because of the new spawn point in the Long Rest Zone

Bugfixes

Cinematics & Animation

  • Resolved animation issues in several cutscenes
  • The Ettin's weapon should no longer occasionally disappears into his back during his attack animation
  • Characters should no longer wear their armor when showing Maraike's mark on their arm in solo mode.
  • Improved Father Dalron's lip synchronization for a particular line in Ferendragh Monastery
  • Addressed other cutscene issues, including day-cycle changes, lip desynchronization, character and weapon clipping, and blocked points of view.

Combat & AI

  • Harpies should now fly to their destination instead of teleporting there
  • The Cave Ettin should no longer leap at the start of combat after the kicking roll
  • Monster Spellcasters should now correctly roll Concentration checks when damaged
  • The impact VFX should now correctly hit targets that succeed on their saving throw.
  • Resolved an issue where combat could no longer progress if the Spy Trainee failed its attack roll after the Explosive Barrels sequence
  • Addressed an issue in combat where attacking with the Push option of a weapon with the Push specialty could cause the enemy to become stuck in place or mid-air.

Quests & Exploration

  • Made changes to address an issue where reloading a save during the Crabs combat in the Ducts would complete the encounter automatically
  • After talking to Rickard in Caer Mar, saving and reloading should now update the quest correctly without requiring the player to leave the room
  • Jebfa should no longer spawn on top of a barrel when the player goes to pick her up for her quest
  • The Crabs combat in the Ducts should no longer end in an automatic victory after reloading a save made during the encounter.
  • Quest items looted during "Customs Inspections" should no longer remain in the player's inventory after the quest is completed
  • The waypoint camera should now correctly follow the party after fast travel

Audio & Interface

  • Made changes to remove the unintended water and quest-opening sound effects that played over the background music when creating a new adventure
  • Prevented the first two words of incantations from replaying when the player moves.
  • Made changes to address an issue that caused the logo video to play twice when launching the game for the first time, with the second playback having no sound.
  • Clicking the minimap to open the world map no longer opens the quest log instead

Visuals & Equipment

  • Adjusted the size of the Boots of Elvenkind, which appeared too large, in most cases but it might still happen under certain conditions
  • Addressed a clipping issue affecting Hide Armor +1

Stability

  • Addressed a crash occurring on first boot on lower-spec PCs

Rules & Character Mechanics

  • Addressed the issue with The Cautious feat's Improved Perception condition not applying its intended effect
  • The "Great Weapon" feat should now readjust the damage dice correctly
  • The Vex weapon mastery should no longer be removed when the user attacks another character, in accordance with Range of Weapon

Keregald, Servant of Light

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10 September 2026
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Our Team

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

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

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

Our Mission

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

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

Want to join us ?

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



Contact

To learn more, contact us: