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Happy 2022, Community Stream incoming Jan 13th!

Happy 2022, Community Stream incoming Jan 13th!

Hello everyone!

The Tactical Adventures crew and I wish y'all the best for 2022, may your dice always roll well. We're also going to do a little Dev Stream next week on Thursday January 13th at 9 am PST / 12 pm EST / 6 pm CET with the usual banter about Solasta, game development, fun facts while checking out some Custom Dungeons from the Steam Workshop - it's been too long since we did one of those! 

There be hints for the next DLC in this image. Happy hunting.

If you don't want to miss the stream, make sure you follow us on Twitch!

By the way, quick news for our Kickstarter Backers! Both the Sourcebooks and the Adventure Boxes are now being transported from the factories to the EU & US warehouses, where they will be packaged and sent to each of you individually. That said, remember that in the current state of the world this can still take quite a bit of time, so we're hoping that by end of February everyone gets their goodies - but we'll keep you in the loop as soon as we have more information to share.

Alright folks, this is the end for today! See you on Jan 13th for the Dev Stream, and don't hesitate to prepare a few questions for us! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym

6 January 2022
Primal Calling DLC & Free Content Update Patch Notes

Primal Calling DLC & Free Content Update Patch Notes

Primal Calling DLC Trailer

Primal Calling DLC Content

The following content is only available if you purchased the Primal Calling DLC. Full detail of each class and feature can be found in the following article.

  • The Barbarian Class, with its 3 subclasses: Path of the Berserker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
  • The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
  • The Half-Orc Ancestry
  • The Wanderer Background, with its brand new background quest located in Copparan

Free Content Update - Major Improvements

The following content is available to everyone for free.

  • Solasta is now available for Mac!
  • Level cap increased from level 10 to level 12, unlocking new class features as well as level 6 spells
  • Scars and Facial Paints customization options in character creation
  • Tired of playing through the tutorial? You can now skip it!
  • Rebalanced (harder!) fight at the end of the campaign - prepare for a challenge!
  • New Campaign Creator Feature, allowing custom dungeons to be bundled together into a campaign with custom monsters, custom NPCs & merchants and custom items!
  • New Town Exterior & Town Interior Environments for the Dungeon Maker

Primal Calling Community Video

Want to see what changed in more details? We have you covered! 

Features & Improvements

  • Solasta is now available on Mac (Steam only). Why no Mac on GOG? To be perfectly transparent, adding a Mac version on GOG means having to handle yet another build, which considering the difference in players between Steam and GOG plus between PC and Mac, is just too costly for a small studio like us. 
  • Skip Intro is now available in the Campaign Selection Screen, next to the difficulty setting. This will allow you to skip the tutorials and start in front of the tavern, with your quest log telling you to head to the Council
  • Added Caer Falcarn & Dun Cuin official custom campaigns to the Campaign Selection.
  • All hairstyles & beard types are now available on every ancestry, with the exception of Dwarven beards (which remain exclusive to dwarves). 
  • Added scars and facial paints in the character creator.
  • Arcane Recovery (Wizard) now works like in the Tabletop ruleset. Wizards rejoice!
  • Difficulty settings are now saved in your save files - you can now have multiple runs with different difficulty settings at the same time!
  • Increased max level cap from level 10 to level 12.
  • Added the following level 6 spells to the game: Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Eyebite, Freezing Sphere, Harm, Heal, Heroes Feast, Sunbeam, True Seeing, Wall of Thorns. 
  • Added the following Druid spells to the game: Produce Flame (Cantrip), Shillelagh (Cantrip), Venomous Spike (Homebrew Cantrip), Flame Blade (Level 2), Heat Metal (Level 2), Moon Beam (Level 2), Spike Growth (Level 2), Call Lightning (Level 3).
  • The final fight of the campaign has been made harder following player feedback and the increased level cap.
  • You can now check a character's voice in their character sheet and change it at will.
  • Rebalanced Conjure Minor Elementals, which was just way too powerful - instead of 1 Skarn Ghoul, 2 Fire Jesters or 4 Wind Snakes, you will now only be able to summon 1 Skarn Ghoul, 1 Wind Snake or 2 Fire Jesters
  • Resistance to certain damage types shown in the Bestiary now have text when hovered to detail if there are exceptions (such as Resistance to Slashing except for Magic attacks)
  • The extra D4 Roll granted by Bane, Bless & Guidance will now be displayed separately in the combat log (instead of being mixed with the other modifiers) as y'all thought those spells didn't work.
  • Survival Checks linked to uncovering monster knowledge at the end of combat are now explained in the combat log.
  • Updated portrait background colors during combat and added new visual feedback when a character switches side
  • Using Action Surge after casting a spell should now allow you to cast another spell. Note that due to how the power is coded, it will only work if you cast a spell, use action surge and cast a second spell. If you use action surge and then attempt to cast two spells, it won't work.
  • When ambushed while asleep, party members will now wake up on their own after the second round of combat (as the party is surprised on round 1 already) 
  • The game will now allow you to choose which party member casts counterspell when multiple party members can do so. 
  • Items that can't be sold at the merchant will now be greyed out when shopping. We also added an "Insufficient" text next to the cost if you're trying to sell items that are too cheap in small quantities.
  • Wizards should no longer be able to give their spellbook to other party members (as it prevented them from preparing new spells and caused a lot of panic for newer players)

Campaign Creator & Dungeon Maker

  • Added the Campaign Creator Feature: The Campaign Creator allows you to link multiple maps together in a single campaign file, and create custom monsters, NPCs, items and merchants to use in said campaign. 
  • Note: Custom monsters, NPCs, items and merchants are not available in the standalone Dungeon Maker, as custom content is stored in a campaign file, not in a dungeon file. 
  • Added Custom Monsters to the Campaign Creator: You will be able to select an existing monster from the Solastan bestiary and change its name, description, ability scores (warning: due to how our system works, ability scores only impact non-proficient saving throws), armor class, hit points, saving throws (overrides ability scores saving throws), skills and edit their attack (to hit bonus, number of attacks per turn, damage, damage type and conditions).
  • Added Custom Items to the Campaign Creator: You will be able to select an existing item from Solasta and change its name, description, content (for documents like scrolls or books) and price. Further customization may be added in the future (such as changing the damage dealt for weapons or AC bonus for armors). Note: To avoid crashes, custom items are removed from the party if you export the characters at the end of a campaign, as each custom item is linked to a specific campaign.
  • Added Custom NPCs to the Campaign Creator: You will be able to select an existing NPC from Solasta and change their name and description. Note: Once inside the Dungeon Maker, you can also add banter lines to your NPCs (explained below)
  • Added Custom Merchant Inventory to the Campaign Creator: You will be able to create merchant inventory templates from scratch, adding individual items, quantities, if they restock or not (and how often they do), if the merchant offers detect magic / identify services, how much they overcharge (by default 10%) and how much they pay for items you sell (by default 70%).
  • Added new Roll Activator to the Dungeon Maker, which makes the party roll a saving throw, skill check or ability check to activate it.
  • Added new TIme Activator, which triggers after a certain amount of time passes.
  • Added new Grant XP & Grant Item Gadgets, to go hand in hand with the Roll Activator
  • Activators are now compatible with more gadgets, such as traps and NPCs
  • Added new Exit & Teleport Gadgets, allowing to exit maps by interacting with the environment (such as a door), teleporting within the same map and selecting the destination of the party between multiple maps when leaving.
  • Added Town Exterior environment for more urban encounters or a place to rest and trade goods after a long day of adventuring!
  • Added Town Interior environment to allow the party to actually enter taverns, inns and shops. 
  • Added NPC Banter, allowing you to write banter lines for NPCs that will play when the party interacts with them.
  • Optimized item & monster list which could take a while to load when opened
  • Added minor improvements, such as adding a scrollbar to navigate more easily between maps and setting item quantity in chests instead of having to add the same item multiple times. 
  • Fixed several bugs related to the Dungeon Maker, such as every lootpack being named CR0 Loot, the compass not always pointing north (why?!), incompatible elements not being removed when switching environment or area activators being impossible re-enable after being disabled once.

And for those who didn't get to see it yet, check out our Dungeon Maker Trailer! More features to come :)

Bug Fixes

  • Optimized performance when multiple sources of light are active at the same time
  • Optimized saving to reduce / remove freeze time when an auto-save is being made
  • Poison applied through poison vials should now last until a successful constitution saving throw is made instead of automatically being removed after one round
  • Powerful cantrip will now only damage the intended target after missing when combined with Twin Spell Metamagic
  • Reduced spacing between Russian letters to avoid some menus going off-screen in rare cases
  • Removed the "Treasure" section from the bestiary as it wasn't in use
  • Removed the strange "Unhandled Double Clic" error message that would appear when you would double click a weapon slot
  • Sleet Storm condition tooltip no longer displays "Warning: Null Feature". Because it's not null. It's actually pretty great. Sorry, French joke.
  • Take aim now works properly. Long story short, it used to remove advantage & disadvantage… after the rolls were already made. Not so useful eh?
  • Slightly reduced the amount of barks when jumping
  • Sleet Storm will now properly remove the "On Fire" condition
  • The game no longer soft locks if a character dies by falling into a death pit during their own turn
  • The game will no longer freeze when an enemy under the effect of Dominate Person damages themselves. Stop hitting yourself!
  • Upcasting Vampiric Touch now properly increases the damage it deals on subsequent turns
  • Using Fast Hand (Thief Rogue) by opening the inventory instead of using the utility slot in the combat UI no longer uses your Main Action
  • Vampiric Touch now requires a melee spell attack in order to deal damage
  • Wall spells can no longer be cast in the air
  • You can no longer use a scroll of Magic Weapon on magical weapons
  • Young Green Dragons should now correctly use Poison Breath instead of Acid Breath, and Young Black Dragons should now correctly use Acid Breath instead of Poison Breath. I blame colorblindness for that issue
  • Being damaged under the effect of Slimy Doom (Contagion spell) now properly stuns until the end of the turn instead of the start of the turn.
  • Characters granting themselves temporary HP will no longer react as if they were being healed by an ally
  • Fixed Mountaineers not having advantage when shoving using their Bonus Action (Shield Push)
  • Child of the Rift Sorcerers will no longer trigger Rift Magic when casting cantrips. Since, you know, cantrips don't use spell slots.
  • Crafting should no longer go banana if you take the Master Enchanter feat while almost done crafting an item
  • Dead characters now keep being dead after a cutscene instead of playing their prone animation instead (while dead)
  • Decisive Strike (Battle Cleric) now correctly scales up at level 8.
  • Distant Spell Metamagic can no longer be used with Misty Step, which has a range of self anyway (it didn't even work, the game just yoinked a Sorcery Point for free)
  • Expeditious Retreat no longer grants you 2 bonus actions. 'Cause that's absolutely broken for a level 1 spell.
  • Fixed Main Menu sometimes changing color if you left the game in the middle of a cutscene
  • Fixed a bug that could crash the game if the Unknown Hero died
  • Fixed a bug that could happen when attacking multiple times in the same round with a thrown weapon
  • Fixed a bug that could occur when starting a long rest (or anything else that skips time) while trying to select a target with a spell at the same time
  • Fixed a bug where casting Faerie Fire on enemies could make them unable to target them. Ironic, considering what the spell is supposed to do.
  • Fixed a bug where enemy portraits would remain in the initiative bar even after dying
  • Fixed a bug where granting the same condition twice on a character could remove said condition instead of resetting its duration.
  • Fixed a bug where Summons and NPCs would also receive a share of XP at the end of combat, thus reducing the amount of XP gained by the party.
  • Fixed a bug with the interface when trying to smite after expending all your level 1 spell slots
  • Fixed a crash that could occur when spamming Inventory and End Turn shortcut in rapid succession while in combat
  • Fixed a faulty auto-save location towards the end of the campaign which would not have the correct quest progression saved
  • Fixed a freeze that could happen when a Sorr-Akkath Tshar would try to use its Legendary Resistance to turn a failed saving throw into a success
  • Fixed a freeze that could occur if you spammed the "Sort by Ancestry" button in the Character Selection Screen
  • Fixed a freeze that would occur when an enemy died from massive damage during their own turn
  • Fixed a issue that could happen when summoned units turned hostile
  • Fixed a potential quest flow break if you completed the puzzle without triggering the cutscene with the Baron in the basement of Copparan.
  • Fixed a rare bug where items could disappear if your character had above a certain number of items, put them for sale and swapped characters before actually selling them. Probably just the merchant going hippity hoppity your items are now my property or something. 
  • Fixed a rare bug where scribing a spell could freeze the game
  • Fixed a rare bug where swapping a spell during level up as a Ranger could prevent you from completing your level up.
  • Fixed a rare freeze that could happen when summoned units disappeared
  • Fixed a rare freeze that could happen when trying to revive the crown bearer
  • Fixed a rare infinite loop that could happen if you broke concentration on Dominate Person while at the end of a combat.
  • Fixed a rare issue where scrolling through the inventory too fast could make it unresponsive
  • Fixed a rare issue where using a vendor to identify a magic item and switching to a different character inventory while clicking on items could allow you to CAST IT INTO THE FIRE! DESTROY IT!
  • Fixed a strange "Temporary Caption" text appearing when identifying magic items at your local merchant.
  • Fixed a strange bug where opening inventory multiple times during combat would make the lock icons of the locked equipment slots slowly drift towards the bottom left of the screen
  • Fixed a wall not actually existing in the Crown Room, which resulted in some Soraks going to hide inside that wall
  • Fixed a weird bug that would happen when casting Fly or Levitate on a flying creature, and then dropping concentration.
  • Fixed a weird bug where Soraks would gain an extra Blessing of Sorr Tarr buff icon every round (thankfully it was only the icon that stacked up, not the buff itself)
  • Fixed Advantage / Disadvantage tooltip sometimes not appearing properly when trying to attack an enemy
  • Fixed Aid tooltip showing instant instead of 8h
  • Fixed an error that could happen when casting Wind Wall directly on a large creature
  • Fixed an exploit when combining Mark of Fate (Domain of Oblivion Cleric) and Magic Missile, which could result in exponential amounts of necrotic damage. Perfectly balanced, as all things should be.
  • Fixed an issue that could cause a long waiting time after a Redeemer would burrow and attack a party member.
  • Fixed an issue that could make sorting characters incorrectly in the Character Selection Screen
  • Fixed an issue that would occur when a cutscene teleports your character into a proxy spell that you casted earlier (such as Wall of Fire). Ooooh, toasty!
  • Fixed an issue when changing zones multiple times while having summoned units in the party
  • Fixed an issue when trying to Intimidate Angbi - the character selected was not always the one with the highest Intimidation score
  • Fixed an issue where the combat UI would remain visible during a cutscene if it triggered at the same time as the combat ended
  • Fixed Aura of Protection tooltip showing {0} bonus to saving throws
  • Fixed Badland Hunters being overly eager to rush in with their longsword instead of using their longbow
  • Fixed being able to lock your own party inside the Master's Manor by helping the slave escape, going inside the cell and closing all the doors. I mean come on, now you're just asking for it.
  • Fixed being able to Twin Cast Guiding Bolt, Annoying Bee & Dominate Person twice on the same target
  • Fixed Bestow Curse (Damage) target not taking additional necrotic damage when damaged by spells with no attack rolls (AoE spells, magic missile…)
  • Fixed Bestow Curse incorrect duration. Although battles rarely last longer than 1 minute in-game, slapping foes with 24h of extra spicy curse in exchange for a mere level 3 spell slot sounds a bit too good.
  • Fixed Bestow Curse sometimes making non-existent bonus D4 rolls appear in the combat log when rolling saving throws
  • Fixed characters with certain personality flags not properly triggering banters when getting healed
  • Fixed Draconic Sorcerer sometimes not gaining the proper damage type resistance at level 6
  • Fixed Finesse weapons sometimes using DEX instead of STR even if your STR bonus is higher
  • Fixed footsteps sometimes not being synced properly with the walking animation
  • Fixed Great Weapon Fighting rerolling all damage rolls (including spells) while holding a 2-handed weapon instead of only affecting weapon damage rolls.
  • Fixed Half Plate of Sturdiness being a +2 Armor instead of +1
  • Fixed Greataxe +2 being named Greataxe +1
  • Fixed Heroism granting temporary HP at the end of the turn instead of at the start of the turn.
  • Fixed light sensitive monsters trying to run away from light effects that were cast on them (Shine spell for instance), which made them run back and forth trying to escape it (to no avail of course). They should now ignore it.
  • Fixed line of sights sometimes revealing hidden enemies
  • Fixed massive damage not killing party members who were already dying (on top of which no failed death saving throws were added either!)
  • Fixed missing description in some items
  • Fixed not being able to swap to your secondary ammo slot
  • Fixed Paladin Aura not being properly applied when the Paladin moved close to their ally (it would only apply at the end of said ally's turn instead of instantly)
  • Fixed powers & spells VFX being visible during cutscenes
  • Fixed Recycle (Marksman Ranger) not being usable during Long Rest
  • Fixed Solasta's clock incorrectly showing 12:00 PM at 12:00 AM and vice-versa. Give us a break, we're used to the 24-hour clock here!
  • Fixed some magic armors showing AC calculations in their minimal strength requirement tooltip
  • Fixed some monsters refusing to use certain spells they were given. Slackers.
  • Fixed some monsters stats who didn't have proper attack / damage bonus compared to their attributes
  • Fixed some shadows popping in and out when moving the camera around
  • Fixed Spider Queen Blood and The Burden poison vials not working properly
  • Fixed summoned creatures sometimes not appearing exactly where the user clicked
  • Fixed the campfire not being considered as bright light in the Canyon Random Encounter map
  • Fixed the game showing a disadvantage icon instead of an advantage one when trying to attack a prone enemy with a melee attack while not standing directly next to the target.
  • Fixed the Phase Spider not playing its attack animation after using Ethereal Jaunt (although the damage was dealt)
  • Fixed the tooltip showing additional effects on spells that don't get any bonus through upcasting
  • Fixed weapon action tooltip not correctly refreshing after swapping weapon configuration
  • Fixed World Map showing location names twice in Chinese and Russian
  • Fixed Lucky (Halfling) not working on Initiative rolls.
  • Fixed invisible creatures not being considered as fully visible when affected by Faerie Fire
  • Fixed magic items cooldown not ticking down while traveling on the World Map

Known Issues

  • Guiding Winds (Wind Druid) is currently only applied on weapon attacks, not spell attacks
  • A few NPCs & Monsters can't be targeted by Heat Metal although they should (bunch of cheaters)
  • Remorhaz T-poses when it tries to swallow a character instead of using the proper animation. Asserting dominance, adding insult to injury. 
  • Some enemies disappear too quickly after their death, which hides their death animation
  • The game takes a quick coffee break whenever a party member fails a Strength Check against a Minotaur's Charge. 
  • That one's weird. If you cast an lasting AoE spell over a trap, and then move a character (not necessarily onto the trap), the trap will trigger.
  • RNG seed is only regenerated the first time you reload a save - meaning after you load the same save twice, you'll always roll the same dice result if you do the same action. I sense a distortion in the time space continuum!
  • Proxy spells can't be controlled while Wild Shaped (Druid)
  • Savage Attack (Half-Orc) does the wrong amount of extra damage when using a versatile weapon with 2 hands.
  • Fixed a portrait mismatch when deleting and recreating a character with the same name but difference face. Who are you, and what have you done with the previous character?
  • Dungeon Maker: Trying to save in a Custom Map that contains Roll Activators, Plate Activators, Teleporters or Banter NPCs will crash the save/load system until the game is restarted. We be fixing that asap, did a woopsie in our latest build.
  • Dungeon Maker: Roll Activators are missing their VFX when highlighted
  • Dungeon Maker: Time Activators currently can't be Enabled / DIsab led by another Activator
  • Dungeon Maker: Some flickering can be seen when a House Prop (Town) is placed near a wall
  • Dungeon Maker: Monsters & NPCs can't be placed on Low & High Ground yet. 

Alright folks, this is the end for today - time for you to jump back in Solasta! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym

4 November 2021
Primal Calling DLC coming November 4th! Barbarians & Druids rejoice!

Primal Calling DLC coming November 4th! Barbarians & Druids rejoice!

Alright people,

It is finally time to reveal the date of our upcoming DLC. Barbarian, Druid & Half-Orc enthusiasts around the world rejoice - in two weeks, you'll be able to roam free in Solasta with a squad full of them and lay down some savagery upon them Sorraks! 

That being said, not even news that exciting will deprive you of your scheduled dose of fluff

Solasta turns 1 year old Today!

Exactly one year ago, Solasta went live on Steam Early Access. The campaign would take you up to the end of Dark Castle, we still had our homebrew lighting system and thousands of adventurers died on a daily basis against the tutorial Greyback Wolf. There are plenty of fun tidbits we can share from that time, here are a few for old times' sake:

  • Soraks would shove you without question into instant game-over pits in the caves of Caer Lem - as there were no "floor" back then in the fragmented ruins room. Much salt was spilled over monsters using "cheap" tactics by doing that.
  • The tutorial Greyback Wolf had by far the highest killcount of any monster, due to the fact that we did not highlight the disengage option back then. And since many new players don't read tutorial pop-ups, they would try to fight back and get mauled to death.
  • The Crown Room fight was hard. Very hard. Even experienced 5e players would often struggle if RNG were not in their favor - and remember we had no difficulty options back then.
  • Flying Snakes in Caer Lem would deal 3d4+1 poison, so they could easily one shot your spellcasters. Newer players could easily get slaughtered there.

If you're interested, let us know in the comments and we'll share more anecdotes in the future as we go through the various major Early Access updates and what they brought to the game.

Primal Calling DLC available on November 4th

For those of you who've not been around Solasta for the last few weeks, here is what you can expect from the Primal Calling DLC:

  • The Barbarian Class, with its 3 subclasses: Path of the Berzerker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
  • The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
  • The Half-Orc Ancestry
  • The Wanderer Background, with its brand new background quest located in Copparan

What's this "Community" Tag you may ask? Well, both Druid & Barbarian were part of the Wishing Well Event where everyone could submit their own archetype that they'd like to see implemented in-game. We then sorted through all those wonderful ideas and created Community subclasses from them!

Free Content Update Incoming!

Adventuring hasn't been kind to you lately and you don't got no gold to buy them goods? Worry not, we've got you covered. With the Primal Calling DLC also comes a fat content update - and everyone gets it for free! Aside from the usual bug fixes, here are some of the large changes or additions you can look forward to:

  • You can finally skip the tutorial. Dry your tears of joy, serial rerollers, it's time to jump straight into the adventure.
  • Max level 10? How about max level 12, how does that sound? With them level 6 spells and all.
  • Our characters' faces may not be the prettiest around, but you'll now be able to add scars and face paints. Some more customization can't hurt!
  • Was the final encounter of the campaign a little too easy? We made it harder for you.
  • The Campaign Creator is here. What is the Campaign Creator? A new feature that allows you to bundle custom dungeons together, create custom monsters, items, NPCs and merchants. It's still in development though, so not every parameter can be tweaked yet.
  • The Dungeon Maker now has a Town Interior & Exterior environment! Custom campaigns can now have main hubs where your party can safely rest, trade, and chat with NPCs in-between dungeons!

Skip Intro can be found right under the Difficulty Setting

Facial paint and scars are now on the menu

Campaign Creator - Make your campaign, customize your world!

Town Exterior Environment - Make your own little town, with merchants and gardens!

Town Interior Environment - Time to relax in a cozy little tavern

Alright folks, this is the end for today! See you on November 4th for the Update, keep warm until then! Thank you for reading, and don't hesitate to drop by our Forums or our Discord Server.

Article by Tactical Myzzrym

20 October 2021
Sorcerer Update Patch Notes

Sorcerer Update Patch Notes

Important Information! 

  • Added Russian & Brazilian Portuguese localization
  • Please make sure to remove / deactivate all your mods! Large updates will often conflict with existing mods, so mods may very well break the game if you don't deactivate them - leading to frequent crashes and / or other issues.
  • This also means loading a save of a run where you had mods enabled will probably break. 
  • If you run into a bug, a list of known issues is available at the bottom of the Patch Notes

Class & Gameplay 

  • Added Ironman Mode to the difficulty setting. Ironman Mode can only be selected when you start a new campaign, and can't be turned off - you only get a single save file, and it gets deleted on a game over!
  • Added the Sorcerer Class to the Character Creator (Draconic Bloodline, Mana Painter, Child of the Rift)
  • Sorcerers have access to additional facial customizations, currently unavailable for other classes (but we're looking into it for the future!)
  • Rangers can now replace one known spell when they level up
  • Fixed Rangers sometimes not getting the correct favored enemy / terrain they selected at level 6
  • Fixed Champion Fighter's 2nd fighting style overwriting the 1st at level 10
  • Fixed Rogue missing their ASI at level 10
  • Fixed not being able to level up as a wizard if you already knew all the spells available
  • Fixed Fighters not being able to dash twice with Action Surge
  • Fixed Paladins starting with javelins equipped instead of their longsword
  • Fixed dwarves getting slowed by wearing heavy armor when their strength is below requirement
  • Fixed Creed of Arun sharing the same text with Ambidextrous

Spells & Magic

  • Spells can now be upcasted even if they don't scale. This option only appears when you're out of spell slots for that specific spell level
  • Added Dominate Beast Spell (level 4)
  • High CR Soraks can no longer be affected by Calm Emotion
  • Fixed Aid not being dispelled when traveling on the World Map
  • Fixed Aid sometimes making you lose health (wut?)
  • Fixed Heroism Spell not displaying the correct values in the tooltip
  • Fixed Heroism not working as it should
  • Fixed Pass without Trace granting +20 instead of +10 on Stealth Checks, effectively rendering all enemies blind outside combat
  • Detect Magic now keeps detecting magic as long as you concentrate on the spell. As opposed to, you know, only working when cast and then sit there pretending to be important, eating your concentration and sleeping on your couch.
  • Fixed Bane not working as it should
  • Fixed Slow granting a bonus to dex saving throws instead of a penalty… yeaaaaa…...
  • Fixed Grease & Protection from Energy scaling with higher level spellslots since they are not supposed to

Items & Equipment

  • Disabled auto-equip! Your party will no longer sneakily equip this random unidentified magical item lying on the ground. Most wise!
  • Fixed an issue where the party chest would become unusable. Simply leave and re-enter Caer Cyflen to fix it.
  • Fixed Tome of Understanding not being usable
  • Fixed Potions using your concentration, that's not how it's supposed to work!
  • Fixed an exploit where you could drop attuned items in chests while keeping the magic item's bonus… you sly dogs… Magic items now lose attunement when dropped in a container
  • Fixed Staff of Metis not recharging at dawn
  • Staff of Metis is now blue like it was originally intended to be, and now has a teensy bit of VFX as well!
  • Fixed Primed Chain Shirt not being available in the Arcaneum Shop
  • Fixed being able to drink Spider Venom as if it were a health potion. Weirdos.
  • Fixed spells with multiple options (Eyebite, Fire Wall…) not working correctly when cast using scrolls or magic items
  • Opening readable items should now correctly focus on the beginning instead of the end of the text. Because that's how you're supposed to read letters
  • Fixed the Book of All Things' tooltip
  • Fixed Encumbrance sometimes being wonky when splitting stack of items
  • Fixed some scrolls not having the right icons
  • Fixed being able to scribe a scroll and use magic items while being on a shop screen, which is fairly rude to the merchant (and also caused quite a few issues)
  • Fixed Greataxe of Sharpness dealing 1d8 extra lightning damage
  • Fixed some magic weapons giving double the bonus they were supposed to give
  • Fixed Cog of Cohh again. Wishing him a pleasant trip to Eorzea!

Quests & Story

  • Fixed being able to interact with the gem under the dragon if you had enough stealth in the Conjuration Main Quest, blocking progression as it teleported you before getting crucial information. If you had that bug, you must load a save before the event specified here to unblock yourself.
  • Fixed Brok not being where Brok should be when party brings Axe to Brok. Brok apologizes, Brok got distracted.
  • Brok and Kebra will no longer follow you if you leave the volcano right after freeing Brok
  • The rotating bridge in the caves of Caer Lem now resets each time you enter the caves to avoid blocking a portion of the level. Who resets it? Uuuuhhhh I guess Soraks?
  • Fixed a rare issue where Master Dackin would decide to take some vacations, and thus prevent the party from playing the Academic Background Quest
  • Fixed Master Dackin being in two places at once after you complete the Academic Background Quest. It's simple. We kill the doppelganger.
  • Fixed being unable to complete the Lowlife Background Quest if you cast Knock on the chest. Magic is cheating!
  • Fixed Nel becoming very confused in the Lowlife Background Quest if your entire party attempted to open the chest repeatedly.
  • Reworked a couple of cutscenes, notably fixing a couple of camera shots that used to show you walls instead of your party (it's art, you wouldn't understand it)
  • Fixed some quest markers not pointing to the right place (damn NPCs are so unclear with their directions)
  • Fixed the Legendary Quest completing before the end of the fight. Don't count your chickens before they hatch, folks.
  • Maddy can no longer raise your faction points above 14 when you greet her, no matter how polite you are
  • You can now leave the Legendary Quest location instead of being forced to finish it once you arrive to the temple
  • Fixed a bug where a party member could get stuck after a cutscene in the Lawkeeper Background Quest
  • Fixed a quest item sometimes not being interactable in the Goblin Culture side quest
  • Fixed the Spider Queen sometimes appearing as both dead and alive after loading a save (Schrodinger's Spider, much scarier than his cat)
  • Fixed a very rare bug where your crown could disappear if the wearer was over encumbered at a very specific moment in the game

Monsters & Combat

  • Fixed Bonus Action spells incorrectly using a Main Action when cast to start a fight (often seen with Hunter's Mark)
  • Fixed an issue with Minotaurs being stuck in their charge animation sometimes
  • Fixed death fall animation on elementals
  • A dying character will no longer roll -1 on their death saving throw when receiving damage. Negative values on a D20 are not a thing (yet)
  • Fixed a couple of combat animations that were looking weird
  • Fixed a rare freeze when multiple groups of creatures would try to start combat at the same time. Everyone, get in here!
  • Fixed a rare bug where you could break the game by killing the last enemy in a fight with Spiritual Weapon or Flaming Sphere right before a cutscene triggers
  • Fixed one poor Fire Elemental being stuck in a particular fight in Lava Forest
  • Fixed some monsters not correctly looping their idle animation in the bestiary

Exploration & Misc.

  • Characters with very low Constitution modifier will no longer lose HP when doing a short rest (minimum healing is still 0 though, as per RAW)
  • Fixed not being to fly over small gaps in some locations such as inside the Tirmarian Tower (Caer Lem). If you find other places where this happens, send us a screenshot and tell us where that is!
  • Fixed a potential crash when entering / leaving / re-entering Earcorn location
  • Party members would sometime say the same thing at the same time when clicking an interactable item while exploring. This should now be fixed.
  • Relaxed camera restrictions in planar mode when mouse pointer is above non traversable terrain (like death pits or outside playable area)
  • Fixed a rare bug where the Victory text would stay in the middle of the screen after combat. Because it's a little hard to play like that.
  • Added Environmental VFX in many locations
  • Added missing audio in a couple of places
  • Fixed large squares showing up when targeting Lava Bulbs
  • Fixed some lighting issues in a couple of locations
  • Fixed a couple of clipping issues with hair & armor
  • Fixed some doors not being openable even though they were highlighted when pressing ALT
  • Fixed some doors appearing as locked on the blueprint map even after being opened

Dungeon Maker

  • Added 2 campaigns made by Tactical Adventures (Dun Cuin & Caer Falcarn) to the Dungeon Maker folder for new players & modders. Note that if you delete them, they are also available in the Steam Workshop if you want to re-download them at a later date. 
  • Added the Sewer Environment to the Dungeon Maker
  • Added the Woodland Environment to the Dungeon Maker
  • Added the Catacomb Environment to the Dungeon Maker
  • Added several new visual mood options to in the Dungeon Maker
  • Added the Brimstone Viper (M), the Windsnake (M) and the Earth Elemental (L) in Dungeon Maker monster spawners
  • Added a ton of magic weapons & armors in the dungeon maker item list (chest)
  • Traps in the Dungeon Maker should now have VFX
  • Zealots now correctly appear in the Large Monster Spawner instead of the Medium Monster Spawner in the Dungeon Maker
  • Fixed name filter not working correctly in the Dungeon Maker chests & monster spawners
  • Fixed an issue that would corrupt characters when exported at the end of a Dungeon Maker map when they would be attuned to magic items or have an active magical effect on a worn item (like Light)
  • Fixed being unable to upload a Dungeon Maker Map if you already uploaded it and deleted it from the Steam Workshop previously
  • Added Mod.io support for non-Steam versions of Solasta

And for those who didn't get to see it yet, check out our Dungeon Maker Trailer! More features to come :)

Known Issues

  • Opening your inventory via the spell "Identify", then opening another tab (spells, skills...) and then coming back to inventory will prevent clicking on the items to identify (but why would you do that?). Simply cancel the spell and cast it again if that happens to you. 
  • Hector, the pre-made Sorcerer, somehow knows Guiding Bolt twice (one for each hand). Unfortunately since Guiding Bolt is outside of regular Sorcerers' jurisdiction, you won't be able to unlearn it either. We'll be fixing that soon, but know that if you do decide to start an adventure with this version of Hector, he'll have two Guiding Bolts until the end (as we can't change the spell list of characters that are already in an adventure). Still, you can love him nonetheless.
  • We uh... we broke the spell Protection from Energy. Just don't use it, it's not going to do anything when cast. Sorry, we'll be working on fixing it asap. 
  • We have noted an issue that can happen while in combat - some attack buttons may sometimes disappear at random during combat. When that happens, you may become unable to load save files (it will give you "data corruption" error), but re-starting the game will fix that (your saves aren't actually corrupted, the message is just wrong)We are already working on a fix that should be available in the upcoming days. 

Article by Tactical Myzzrym

13 July 2021
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Our Team

The founder, Mathieu Girard, was co-founder of Amplitude Studios. For Tactical Adventures, he has gathered a team of experienced industry veterans, all with experience from major publishers or indie studios.

Brought together by our shared expertise and passionate about making games, we plan to remain a small studio of 15 to 20 people, efficient and focused on creating great games with powerful narratives.

We are all big fans of board games and tabletop role playing games, and the objective of Tactical Adventures is to design a unique experience on computers and consoles. Supported by experienced partners, we are a united and ambitious team.

Our Mission

Our goal is to recreate the feel of a tabletop RPG onscreen, through the faithful adaptation of rules and universes.

While computer RPGs have existed for almost 40 years, the technology has progressed, new forms of interaction have been invented, and Tactical Adventures has created some critical evolutions in computer RPG mechanics, which will bring the interactive experience as close to that of a tabletop RPG as possible.

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 !


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