

- #Solasta crown of the magister identify update#
- #Solasta crown of the magister identify Patch#
- #Solasta crown of the magister identify full#
Would it be possible to automatically refill quivers at the end of the fight (provided you have ammunition in your backpack)? We're already added a "Enemy Turn" overlay in our Winter Update, but we do plan on making some other improvements for visual clarity in battles. So we did notice that quite a few people had issues following whose turn it was during combat, which could become quite confusing when so many units are in play (and not necessarily close to each other). Would it be possible to highlight the Active Character a bit more during combat? Although that is the official tabletop rule it is no secret that crafting hasn't been very well developed yet in the 5th edition. We're also considering relaxing Crafting requirements as well, as we understand it feels kind of bad when you select Herbalism Kit proficiency but then realize that you can't craft Potions of healing because you can't cast Cure Light Wounds. We'll be polishing Crafting later on, especially when we're done implementing all the magic items we intend to have in the final game. Indeed! As stated in some threads here and there, the Crafting System isn't fully implemented yet - which means that some recipes are bugged (asking for the wrong type of weapon for instance) and more importantly, we're missing some tooltip showing you what the crafted item is supposed to do. Isn't Crafting a tad bit hard to understand (and kinda bugged too)? In any case, be certain that we'll keep you informed if or when we do decide to release a new content update!Ĭommunity Feedback #2 - More questions, more answers!Īlright folks, it's time to tackle them suggestions and feedback again! Get a warm blanket and a mug of hot beverage ready, this is going to be long.
#Solasta crown of the magister identify update#
That being said, it just might end up that we'll be able to release a content update around the end of Winter without having to compromise anything in our final release, but we've always been very transparent with you on the how's and why's when we make decisions. And while the latter would allow us to have you try out new features and levels to keep the feedback coming on improvements and suggestions, there is always this little risk looming around the corner of impacting the final release - or worse, having to cut a feature or a level.
#Solasta crown of the magister identify full#
Which means we're currently balancing our options between A) solely focusing towards the finish line and get the final version of the game out so that everyone can enjoy Solasta in its entirety, with all its intended features and full campaign - or B) working out appropriate conditions and time to churn out another content update before that.

All of this is time invested away from completing the final game, since there's a good chance we'll be altering or breaking things again when we add or change game systems later on. Honestly? We're not certain. As some of you already know, we've stated on our Steam Early Access FAQ that we're aiming for around 6 months of Early Access. While we can never be sure of the exact duration (otherwise we'd already have announced a release date), w e don't intend to stray too far from that estimation.Įvery content update we drop has an impact on the final release of the game: we need to stabilize the build, test it, debug it and polish it before putting it on Steam, and our Winter Update was a good example of how things can sometimes go wrong when we don't allocate sufficient time for that.
#Solasta crown of the magister identify Patch#
In any case, we'll be releasing the full patch notes when the update drops as usual!

The fixes should range from the most problematic ones, such as the one teleporting and locking you into a cutscene after killing ghosts in the Wizard's Tower, to more annoying ones that have been around for a long time, such as fixing some feats which just didn't work.

Which is why we're planning on releasing an update focused on polish next week, which will tackle most of the issues brought up by the community these last few weeks. And while nothing is ever perfectly bug-free - especially during an Early Access - let's not pretend that we were anywhere close to satisfied when we saw the amount of bugs this last update introduced. You probably noticed, the Winter Update was not exactly bug-free. What's been cooking since our Winter Update? Our adorable feline friends are making a comeback too! In any case Tactical Adventures is back at work, ready to build features, create assets and slay more bugs! And we're not the only ones back either. Hope you all enjoyed some quality winter break, hiding under your blanket sipping hot cocoa like I did.
