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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