Solasta: Crown of the Magister

Solasta: Crown of the Magister

Curse of an Orphan
Raspelzahn  [developer] 22 Jan, 2023 @ 1:03am
Updates
When you recieve an update, you should get a notification when loading the save.
Choose "FROM DISK" and not "From Save" option.

A big thank you goes to: Phantasma, leyes, Oltex, Jo Panda, Brogg, Mc Snoot, dudefurnowski, Roach and Nya~
..for advice on errors and developing a better experience
Last edited by Raspelzahn; 23 Jan, 2023 @ 2:16am
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Raspelzahn  [developer] 22 Jan, 2023 @ 1:03am 
1.01
-Add a notification, when the teleporter is activated in the first dungeon (thanks at JO PANDA)
-Changed BAB (Basic attack Bonus) of some monsters

1.02
-Customized column puzzle under Cortrey Castle. If a button is pressed, which is not in the code word, a message is displayed that you have to restart (reset). Furthermore, every time a button is pressed, the triggered letter appears. I hope it is now a bit better understandable.

1.03
-Fixed entry point on final level
-Changed Arafels weapon collection from restrained to chilled, what is not that powerfull. I found, that even with a save, restrained is to OP for a weapon who can hit several times a round.
-Fixed Everard Quest: After reaching the Hidden Outpost. Quest should now be updated.
-Removed locked door in the temple, who had no purpose at all.
-Changed last fight against Jehebal: You can't leave the room anymore, after the fight started. If you try, you will be teleported into the middle of the mess 😁
-Adjusted level progression a bit, that you reach Level 12 later.
-Made some late fights a bit harder
-Removed 2 fights from the last two levels. These were only fillers.

1.04
-Add recipes in the institute of knowledge vendor: magic items
-Add message in the spooky forest: battle by the pond. So that people are warned that a somewhat larger fight is imminent here.

1.05
-Changed exit type in Cortrey Castle. I hope, that the problem that some players couldn't enter the second floor is now solved.

1.06
-Fixed exit in the abandoned house (Bamburgh)
-Fixed first Dialog in Basilis temple. The camera jumped somewhere else on the map.
-Added editors note when you reach the point of no return (before the final fights).
-Changed some fights in the Temple of Basilis
-Changed some fights on the last Map
-Changed the difficulty of undeads (Croxford Ledge Graveyard)

1.07
-Extented starting gear at Percival Mercer's house: Javellins and more arrows.
-Add more arrows to the whole cortrey castle area until Bamburgh.
-Changed some door types

1.08
-Add some more magical items to be found
-Add more projectile parts to be found
-Add endless quiver to be found early/mid game
-Add recipes for gaunlets in institute of knowledge
-Add primed gaunlet to blacksmith inventory
-Add some primed wands and rings to be found (not to many)
-Adjusted Angry Spiders: Less attacks and more BAB - there was to much waiting for your turn before.
-Customized a couple fights

1.09
-The difficulty of encounters in the final game (roughly after level 8) have been increased.

1.10
-Reworked the very first fight with the bandits.

1.11
-Progressing in Cortrey Castle is not possible anymore, without taking the chalice needed for the main questline.
-Changed description, where to find the "Bear's Paw"
Last edited by Raspelzahn; 16 Apr, 2023 @ 12:44am
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