What's the plan for 2023?

chris421
Level 2
Kickstarter Backer
2 months ago (edited)

Haven't seen any official updates in like two months.  Curious what's on the agenda for this year.  Planning to do another Kickstarter to get a big campaign funded with new creatures/models, planar landscapes/FX filters, new spells/abilities, a higher level cap, more voice actors, a higher party count/multiplayer limit, dedicated Solasta servers for persistent worlds, etc?

I don't want to see this game die.  But if you guys let the community forget you exist, it definitely will.

Maybe put up a new survey to find out what the players collectively would like to see (and buy) in 2023, so we know you're still alive and financially solvent.

Thanks!


wowalive
Level 4
Steam Link Newsletter Link
1 month ago

Same goes for me.

Waiting for possible improvements as well (Gnome race, tiefling race, a new campaign, possibility to sort/filter inventory...)


Boukenka

TomReneth
Level 14
1 month ago

They did release a teaser banner on steam for 2023, so they're definitely planning something. If it is going to be for Solasta or another game, we don't know yet. 


Typos happen. More so on the phone.

bdemers
Visitor
1 month ago

I'm eager to see some news as well. I was a bit concerned with the developer silence during the OGL fiasco, but now that Wizards has rescinded any changes I'm hoping that the developers can communicate a little more about their plans. From what I've heard, the Solasta team signed a separate agreement that didn't involve the OGL but who knows what's in that document. 

Regardless, I'd really like to see an update soon -- first and foremost, some bugs still need patching (particularly the Lost Valley endings). I'm hoping there will be a new campaign, or even something like a DM/creator toolkit expansion that offers new options. I think all the main classes are represented, but I'd like to see gnomes at least, as a classic race. So -- ideally? New campaign, gnomes, maybe a modest level raise to 14.


just a canadian doofus

Llacote
Level 6
1 month ago

I'm with you guys, I'd love having some news about what devs planned for this year.

Unless I'm mistaken their initial plan was to publish base game, the free Sorcerer DLC, then the first paid DLC and be done with it. Then game gained (well-earned) traction and dynamics, and apparently made enough ROI they could push it to the Lost Valley DLC (which I started with friends and is very enjoyable overall).

From my reduced point of view Solasta has managed to become the reference for 5e video game adaptation far beyond Baldur's Gate 3 (which is a damn exploit in itself considering the huge difference in available resources and authorized content) and I personally think that as long as studio maintains communication and release further DLCs at least as good or better they'll meet a sound success.

Yet there are also many improvements to UX and rules implementations to bring, some easy, some very less so, which would be very beneficial to the game but are hard to "market" as a paid DLC. ^^

SO I'd really appreciate some official news on whether there are plans on those two aspects.

My personal wishlist for 2023 as far as mechanics go would be...

- Improvements on rules mechanics (Monk having actual wall run, choosing primary weapon for attacks, proper "between-grid" movement when you have the required jump/hover/fly speed).

- UX improvements (character editor, item consumption) described on the recent threads.

- More spells implemented for existing levels and classes, more feats.

- Official multiclassing support (this is probably a pipe dream though I know).

- Official documentation on how to mod (apparently you need to write actual programming classes, then compile it into a library or something? No clue where to start from).


kanisatha
Level 10
Newsletter Link Kickstarter Backer
1 month ago

I'll add my voice to this chorus. I little concerned about the deafening silence from the devs about the future of Solasta, and longing to hear what comes next.

IXI
Level 14
1 month ago

they said they would be having a long period with little/no contact.  makes sense if part of their team is celebrating the new year 


yellow flower of courage

Avatar
Deleted user
1 month ago (edited)

This post has been deleted.

solitonman
Visitor
1 month ago

- Improvements on rules mechanics (Monk having actual wall run, choosing primary weapon for attacks, proper "between-grid" movement when you have the required jump/hover/fly speed).

I agree that movement generally can be improved.  In particular with respect to flying, I shouldn't be restricted in the air from flying over areas I can't walk into.  That really breaks immersion.  Additionally, outdoor flight is far too limited.  It's really frustrating to be in a large outdoor area, but I can't escape an attack from a Large or larger creature because I just can't fly high enough.  I'd really appreciate a fix to this.  

That said, I only discovered this game while browsing an article about it in December, and I picked it up soon thereafter.  Since then I've managed to play about 300 hours, and the mechanics are generally awesome, the spells are usually fun, and the community is wonderful!  So much potential for this, I hope it keeps getting better and better.  Thank you!


Llacote
Level 6
1 month ago

Hey @solitonman :)

Regarding that bit...

In particular with respect to flying, I shouldn't be restricted in the air from flying over areas I can't walk into.

I'm afraid it's something we'll have to bury and weep upon then deal with it.

Having played a bit with the provided Map Editor to create a scattered path in jungle setting, I understood that the game populates every area between "interactable tiles" with environment textures.

In other words, in current design, only a fraction of "visible space" is actual "gaming space" and the rest is texture filler. 

For devs to actually allow "flying over non-tiled space" it would possibly, probably, need nearly an entire rehaul of the whole system. At best they'd need to develop some kind of algorithm and "fills in" space between manually placed tiles with generated three-dimensional grids, then add custom behavioural mechanics to them (like you can fly over but not walk, and how to manage if you're in fight, standing over it, and enemy lands an effect forcing character prone?)

At worst they'd need to entirely rewrite how they manage environment, space and move within it to allow all new use-cases by making it a "fully hybrid semi-manual semi-automated three-dimensional landscape generation". Which is a daunting challenge. XD Although if they managed such feat every thing currently missing would become far easier to implement (wall run, chasm jumps, free fly etc).

solitonman
Visitor
3 weeks ago (edited)

Hi @Llacote


For devs to actually allow "flying over non-tiled space" it would possibly, probably, need nearly an entire rehaul of the whole system. At best they'd need to develop some kind of algorithm and "fills in" space between manually placed tiles with generated three-dimensional grids, then add custom behavioural mechanics to them (like you can fly over but not walk, and how to manage if you're in fight, standing over it, and enemy lands an effect forcing character prone?)


So, nothing until the summer, then?  ;)

It's not a huge deal in terms of enjoyment of the game at all, just one thing that is obvious as something that could be better.  The point about wall crawling is a good one, that's something I still haven't figured out - when can a crawler crawl, and not?   Obviously not impacting my enjoyment of the game since I've got over 4oo hours in now.  Definitely has that, "I'll just do one more little quest here before I shut down, should take 20 minutes but then spend two more hours playing" thing going on. :)