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Dev Update #05 - Back to Combat!

Welcome adventurers!

Now that we’ve shown you how much our character models have improved as an appetizer, let’s move on to the main course - combat! If there is one thing that people have always agreed on, it’s that Solasta: Crown of the Magister was a fantastic combat simulator. So, does Solasta II share this strength?

You better read the entire article properly lest our fierce ferrets Kaiju and Soba be nibbling your ankles.

[h2]Good old Turn-Based Combat[/h2]
First things first, yes Solasta II will still be Turn-Based. Not a very surprising decision considering we’ve always said that we want playing Solasta to feel similar to playing D&D on Tabletop. Rolling initiative, taking time to make your decisions, playing in turns one by one…

Those monsters’ initiative rolls are nasty, 21, 20 & 19? Hope the Sorcerer isn’t in range…

Not to say that RTwP (Real Time with Pause) doesn’t have its own advantages - for instance it makes combat much faster, which can be a boon when the enemies are much weaker than your party. Buuuut that’s not what Solasta II is going for!

[h2]Find your own tile to stand in![/h2]
One question we’ve seen quite a lot: is Solasta II still going to be grid-based? The answer to this one is a little more complex, but long story short: Yes, Solasta II will still be grid-based… in combat! 

Remember we’re still in pre-alpha, so the combat grid and UI are still subject to change!

What does it mean? When it comes to combat, as stated before we want to stay true to Tabletop - so every character and monster will still occupy their own tile, just like before. However due to how movement is computed in Unreal Engine 5, characters will now take the shortest path to their destination instead of walking “tile to tile”. This will make their movement less robotic as they won’t have to touch the center of each tile they’re moving through (thus being able to turn more naturally instead of being limited to 45 and 90 degree angles). 

Keep in mind they still have to start in a tile and end in a tile! There might be a slight difference in the quantity of movement used - as some eagle-eyed fans pointed out, a character in the trailer has 2’ (feet) of movement remaining - but unless you’re moving very large distances it should be scarcely noticeable. In fact, some of you may remember the Tabletop rule where every other diagonal movement is doubled: the result is somewhat similar to what is currently implemented in Solasta II.

You can also dash by double clicking where you want to go instead of clicking the Dash action in the UI.

Outside combat, there is no grid anymore - characters can freely move around and turn as they wish, they are no longer constrained by invisible tiles. Again, this makes movement feel much smoother and natural, especially when using the direct control movement scheme (WASD / Gamepad).

[h2]Wait wait wait, we can move using WASD / Gamepad?[/h2]
Yes! We’ll give you more detail in a future article about the different control schemes, but just know for now that during exploration you will have the option to choose between indirect control like in Solasta I (clicking to tell your party where to go) and direct control (using WASD or the gamepad to move your party around).

You mean I get to choose? And swap whenever I want?! The best of BOTH world!

During combat however, it’s back to indirect control as you will have to navigate the grid, and direct control would feel very awkward there.

[h2]More information, and easier to access[/h2]
If you played Solasta I, you know that there was tons of information available to you during combat… but it wasn't always easy to find. Some would be in the combat log, some would be icons that you had to recognize, either on the mouse cursor or on the enemy’s portrait at the top of the screen… Not an easy task for a newer player!

Daisy bows are for long range combat Daisy, what are you doing running into melee range Daisy.

Which is why we’re putting more effort in Solasta II to make it easier to get access to such information, so that there will be less frustrating moments like “wait, how the heck was I supposed to know that?!”

You may also notice that we’re showing hit chances when targeting the enemy - in the future, this data may only appear depending on your difficulty settings and the party’s level of knowledge of the monster you’re targeting (you’d need to know its AC).

The combat log will still be here to show you all the details you need, so you can scream when you end up rolling 1 & 3 with advantage.

Now, I don’t want to show you too much of the game before the demo goes live but… I think we can share one last screenshot, as some of you may become familiar with it pretty soon. Also, quick shout out to the newest member of our Game Design team who handcrafted these tutorial screenshots I’m sharing in this article. They look twenty times better than what I would have come up with on my own. Thanks buddy!

Death Saving throws baby! Get ready for some home grown, organic game overs!

[h2]Community Stream #04 Friday 24th[/h2]
What’s better than an article talking about Solasta II’s combat encounters? An opportunity to talk about it directly with a dev! Come and join me in our 4th Community Stream on Friday 24th, and let’s talk violence!



https://store.steampowered.com/app/2975950/Solasta_II/

Article by Tactical Myzzrym

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Dev Update #04 - A Chat with our Art Director

Hello there you fine folks!

I hope our previous article gave you some reassurance regarding our character models! Today we’re going to be having a little interview with Thierry Dunter, our Art Director, in order to better understand exactly what changed - and how - between Crown of the Magister and Solasta II to make such a difference. But as usual, before that….


Say hello to Sakura, our Art Director’s adorable little furball!

[h2]Getting to know our Art Director[/h2]

Hello Thierry, can you give us some information about yourself? Hello there everyone. I am Thierry Dunter, the Art Director of Tactical Adventures. I’ve been with the studio since the very start, and have worked in quite a range of different games before that - such as XIII, RUSE, the Ghost Recon and Steel Division franchises. In my spare time I enjoy painting, cooking and I’m quite into airsoft!

RUSE and Steel Division? That’s thematically quite a far cry from Solasta, isn’t it? It is! However, as an Art Director it is a challenge that is very interesting to tackle - I believe growth as an Art Director comes from exploring new horizons and challenging your existing views and techniques. The high fantasy world of Solasta as you currently know it took a lot of experimentation and researches - we’ve shared some early concept art in our Solasta Sourcebook, but there are many more sketches lost on hard drive or even my iPad (got to keep my hands busy during those train rides).

When Thierry doodles fanart while watching Netflix, the results are not quite exactly the same as when most of us do…

And what a world it turned out to be! If you don’t mind me asking, players have noted that while the environment ended up quite striking in Crown of the Magister, our character faces were fairly rudimentary. What happened there? A hard hitting question, but one that resulted in our character models taking a big step up in quality with Solasta II! Let’s start from the beginning: You have to remember that our team started very small developing Solasta I. I’m talking no more than TWO people doing research on faces during pre-production - as you can imagine, that did not give us a lot of time to experiment.

Pre-production? Could you explain a little more for those who may not know this term? Of course. Pre-production is the period during which we do research, experiment and establish pipelines. So for example here: How do we make a character face, from drawing it in 2D to having it available in-game. What are all the little steps, and how long do they take to create? This is an important step because it allows our Producer to estimate how much time it would take to make 20, 40, 100 different faces - and more importantly, if we have the time to make that many different faces during Production (which follow pre-production)!

So if I understand correctly, you’re saying that we had to settle on a pipeline during pre-production? Exactly. Once pre-production ends, we can’t go back and keep changing the pipeline - so we had to settle with what we had. As you saw in-game, the result was… not ideal. We had a very limited amount of polygons to play with due to how scenes were handled in Unity, and our limited budget and time meant we had to quickly move onwards to start production.

It is also important for artists to check in-game from time to time. Is that an old character model? Is the lighting off? Etc…

But that’s different with Solasta II, correct? Absolutely, and there are many reasons for that! First is switching to Unreal Engine, which allowed us to basically multiply by 10 the number of polygons in our character faces. Second is our areas of focus - with Solasta II, making faces better was a goal from the start, so we started working on them earlier to make sure we’re satisfied with what we have before production

Would you say anything changed in our philosophy regarding character models? Yes, in Solasta II as we’re able to add more details we want characters to be able to tell their story through their appearance. In a way, we’re keeping a realistic artstyle.. But also exaggerating a few traits a little more for visual storytelling. Something similar to characters you would describe on Tabletop - the Paladin stands tall and strong, their appearance noble and unblemished. The grizzled old veteran sports a cleanly shaven beard, a heavily scarred face eyeing you with a stern look.

We’re also leaning back into more classical medieval fantasy codes, with characters that are more visually appealing overall. You know, how characters in med-fan shows always have white teeth or look fairly fine after trekking in the woods for two weeks. That doesn’t mean everyone will look perfect, far from it - but that should reduce the amount of uncanny valley some Solasta I faces gave off.

Can you give us some juicy bits of info about the upcoming Character Creator? Well we’re still very much working on it, but we do want to push customization a lot more than in Crown of the Magister. No promises, but we’re currently playing with sliders quite a bit and I’m sure you will be able to be much more creative this time when building up your party of adventurers!

Thank you Thierry! I’m very excited to see what happens next with the Character Models! Thank you! Look forward to our Character Creator once it’s implemented!

Article by Tactical Myzzrym

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Dev Update #03 - Show me your game face!

Hey hey people,

Once again, happy new year! Now that 2025 is on its way, we’re back in the studio to share more about Solasta II. Hope you managed to get a good long rest off, because the train ain’t stopping any time soon!


We humans have to get back to work, you adorable little freeloader!

https://store.steampowered.com/app/2975950/Solasta_II/

[h2]Show me that face![/h2]
Let’s be honest, one of the weaker parts of Solasta I was our character models, which were the first things people saw when they started playing. In fact, even in positive reviews some of you said that they were apprehensive about getting the game at first because of how the characters looked. 

Now, we explained quite a few times that we unfortunately couldn’t update them in Solasta I because of the entire pipeline already being built for that game. But you know what doing a whole new game in a different game engine allows us to do? That’s right, exactly that! Now, without further ado let me show you in-game screenshots showing currently implemented characters.

Playing around with face paint on our party's halfling.

Our dwarf in his trusty heavy armor.

Another cute lady halfling, this is the first NPC you'll be talking to in the demo!

Keep in mind that we are still in pre-alpha, and these are all pre-made characters as we have yet to implement the Character Creator. Be assured that once we do, we’ll share it in an article to give you more information on the new visual customization options!

And if you’re wondering if they only look detailed during cutscene, here is a quick screenshot we nabbed in-game while playing. All we did was hide the UI, but no special developer camera or other treatment otherwise.

Part fighter, part cleric, full-time hero - experimenting with multiclassing.

You will soon be able to play around with this crew when the demo comes out. When? Eeeh, we’ll have to ask you to be a little more patient!

[h2]A Blast to the Past[/h2]
Just for fun, for those who may not remember here is how our character models looked in Solasta I for comparison.

The number of "we have BG3 at home" memes that Solasta: Crown of the Magister churned out...

… Quite a glow up, wouldn’t you say?

[h2]Community Stream #03 Friday 10th[/h2]
And with 2025 comes another Community Stream! As usual, I'll be here on Friday to answer even more of your questions about the game - and if we ever run out of them (doubtful but hey maybe after answering 2014 vs 2024 ruleset twenty times we'll get there), let's tackle D&D and the 5e ruleset in general. What are some of your favorite... and most hated moments of playing D&D?



https://store.steampowered.com/app/2975950/Solasta_II/

Article by Tactical Myzzrym

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6 games that could be bigger hits than you're expecting in 2025




We and our council of games industry luminaries ranked Helldivers 2 highly in our 2023 Most Wanted list, which is a small point of pride. The buzz around Arrowhead's 2024 co-op shooter wasn't nothing before it came out, but it was getting a whole lot less mainstream attention before it became PlayStation's fastest-selling game ever than after. Sometimes we can still call 'em...
Read more.

Goodbye 2024! Community Stream 1 & 2 Recap

Hello there people!

New year is right around the corner, bringing us ever closer to the release of Solasta II! We hope you had a fantastic year - and if not, don’t worry - may you be blessed with better rolls in 2025. Cover yourself well and head into the next year with gusto and courage! 


Kaiju doing some code review to make sure your characters don’t fall through the ground.

https://store.steampowered.com/app/2975950/Solasta_II/

[h2]Community Streams VODs[/h2]
If you just want to catch up on the Community Stream VODs, here are the links below!

Community Stream #01 - December 13th 2024

Community Stream #02 - December 27th 2024

[h2]Community Streams #01 & #02 Recap[/h2]
As not everyone can tune into the Community Streams (or want to, some people prefer reading and that’s all good) and since you were many to ask for a recap, we’re closing the year by answering your wishes! We know this won’t prevent people from coming to ask “2024 or 2014 ruleset?” for the eighteenth time in an hour in Twitch chat, but hopefully we can cut it down to a single digit number. Here are some of the most asked questions.

Remember, Solasta II is still very much under development, meaning anything we’re saying here may be subject to change in the future, just as our wording implies.


Question: Is Solasta II still grid-based? Yes, Solasta II is still grid-based during combat. This question was asked because some sharp-eyed viewer noticed one character ending their turn with 2 feet of movement in the trailer (instead of 5’ or 0’). This difference is due to how pathfinding works in Unreal Engine 5 - characters no longer have to go through the center of each tile they’re moving through (which made their movement look a little robotic in Solasta I), instead taking the shortest path to their destination.

This means in the current implementation, you will often end with less than 5’ of movement after moving, as you still need to end your movement on a tile of the grid. You will also still be able to see which tiles are valid before moving just like in our previous game.


Question: Will you be using the 2014 or 2024 Ruleset? Solasta I used the SRD 5.1 ruleset - for those who don’t know what that means, it’s basically the 2014 D&D 5th edition skeleton, allowing us to use most of the systems like races / classes / subclasses / backgrounds, but with more limited content. For instance, we could use the Champion subclass for the Fighter, but none of the other archetypes like Battle Master, or Arcane Archer. Similarly, some monsters and spells are off-limit, as is the Artificer class.

The 2024 ruleset currently does not have a SRD yet, as the last of its 3 core rulebooks is not out yet (Monster Manual, scheduled for February 2025). WotC has already announced that a SRD 5.2 will be released within weeks of the Monster Manual coming out, however until then we can’t know for sure what changes will be included.

This means Solasta II is currently using the 2014 ruleset, but we’re not opposed to the idea of switching to the 2024 one once we know what it contains. Just keep in mind that implementing a new and different ruleset takes no small amount of work!

TL;DR: Currently 2014, we don’t know yet for 1.0 release!


Question: Gamepad support at release? Yes! One of the decisions we took early on for Solasta II was that both mouse & keyboard and gamepad would be supported from the get go. This should provide a much smoother and streamlined experience for gamepad users.

Notably, this means we’re adding a direct control mode where you can just move a single character using WASD or the joystick and have the other 3 characters follow you automatically… and the ability to lower more than in Solasta I, which is something quite a few of you wanted!

Note that top down indirect control is still possible for those who prefer clicking, that’s not going away.


Question: Multiplayer at release? Hopefully yes! Solasta II is being created with Multiplayer Co-op in mind, contrary to Solasta I where it was a post-launch addition to what was planned to be a single player game (and which caused us quite a lot of headaches, as the game was not built for that initially). This should improve things quite a bit, such as

Note that when I say “at release”, I mean the 1.0 release. The Early Access version will likely not feature Multiplayer Co-op at launch as we want to focus on getting a playable, stable single-player version first - but we intend for Multiplayer to be added during an Early Access update!


Question: Will flight be handled similarly than in Solasta I? This question is a little more difficult to answer. As a reminder, Solasta I was a little like Minecraft (oversimplification, but you get the idea) - the world was made of 5’ cubes, making it fairly simple to select where you wanted to go, even in the air. You could select the vertical layer by scrolling up and down, then once on that plane move to the desired X & Y coordinates as if on the ground.

Solasta II is no longer simulated using cubes, and we’re also implementing direct movement for better gamepad control, which increases the complexity - however, that doesn’t mean we’re giving up! Our Programming Team is very much on the job to make it work.

So, TL;DR? It won’t be the exact same, but we’re working to have something a little similar that would allow you to move around and stay in the air.


Question: How many classes will Solasta II have? Ideally we want to have all 12 classes available at 1.0 - however as we’re a small team of 35 we don’t know yet if we’ll be able to squeeze all of that content in… but that’s our goal for now, 12 classes each with 2 subclasses for a total of 24 archetypes when 1.0 hits the store.

At the start of Early Access we’re probably looking at 6 classes, with more coming with each update.


Question: Are we going to see some subclasses from the previous game? Possibly, yes! Our current plan is for each class to have 1 original subclass from Solasta I, and 1 new subclass linked to the new continent of Neokos where Solasta II takes place.


Question: Multiclassing? Ayup! That’s something we’re currently implementing. Should be available from the start of Early Access, but as always no promises.


Question: Will there be more Community Votes / Design Contests for Solasta II? That’s the plan! If you want to be involved, make sure you follow us during Early Access because we have tons of ideas involving your participation.


Question: What’s the max level cap going to be? Our current plan is level 4 for the start of Early Access, and level 10 for 1.0 release - with a potentially higher cap post-launch. With all 12 classes in mind for 1.0, each additional level is a large amount of work considering the number of new spells and class and subclass features involved.


Question: When and where does Solasta II take place? Some 70 years after the events of the first game, in a faraway continent called Neokos! There will be callbacks to the first game, and the setting is still Solasta - but it will follow a different and new story.

Sorry for those who wanted to save a certain someone from the ending of Palace of Ice…


Question: Can we be evil in Solasta II? Solasta II will feature choices and multiple endings, however it’s still a heroic journey at heart. While you won’t have to roleplay as Lawful Good Paladins as you fight for your own reasons, you likely won’t be able to be irredeemably evil either.


Question: Is the Party size still going to be 4? Correct, in Solasta the experience is tailored for you to play a party of 4 adventurers - in particular the dialogue system where all party members participate. Increasing that number adds complexity.

However, we’ve also heard that some players would like to control larger parties during combat, so we’re planning to implement additional companions that could accompany and level up with you.


Question: Will there be a Dungeon Maker like in Solasta I? This is something we very much want to have, but can’t give any guarantee as of yet. Due to us moving to Unreal Engine 5, we ourselves are not sure at the moment what can or can’t be done on that end. The current plan is to make sure our base game is good and solid, and once we’re confident in that, start chipping away at the Dungeon Maker.

Keep in mind that we know full well how important the Dungeon Maker is for many of you, and be assured that it’s very important for us too. We just don’t want to make any promises since we haven’t explored that area yet.


Question: Will there be modding in Solasta II? That is something that depends on modders! Unreal Engine 5 is less easy to mod than Unity, but it’s not impossible. We have nothing against modding, but we’ll likely be too busy to work on an official modding kit at launch - but we do plan to help where we can.

Huge salute to Zappastuff by the way, long time veteran and creator of the Unfinished Business mod on Solasta I, which adds Multiclassing, Level 20 cap, unofficial localization and a plethora of additional content including new subclasses and stronger tools for the Dungeon Maker!


Question: Will you keep the same Crafting system in Solasta II? No, there will be crafting but the system itself will be revamped. Solasta I crafting system was done a little rapidly towards the end of development, which in turn showed quite a few issues that we attempted to fix with post-launch patches. We want to avoid the same pitfalls this time around!


Question: Underwater exploration / combat? Adding Underwater exploration & combat would require us to not only program many additional and new interactions, but also nearly double the amount of animations, sound effects and visual effects if we wanted to do it properly. This would be a tremendous amount of work, and considering we’re only 35 in the studio…

So no, no Underwater exploration or combat planned for now!


Question: Can I pre-order the game? No, the game will be available once Early Access starts. If you give us money, you get something to play!


Question: Pineapple on Pizza? Hell no.


https://store.steampowered.com/app/2975950/Solasta_II/

Article by Tactical Myzzrym

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