

Q15: Some armors in the demo have a helmet integrated, but there is a helmet slot in the character sheet. Myzzrym: I'm not sure I understand, you're asking if there will be something else than just torches? I think we do. Q14: Will be other sources of light in the game like lanterns, sunrods or. You can't use persuasion to lower the shop price, but good reputation will do that! Zaz: Different merchants have different items, which may vary depending on your reputation with their faction. Q13: Are the merchant stores static like P:KM or dynamic and change their items periodically ? Zaz: We're considering some ideas but nothing can be confirmed for now Q12: Apart from jumping and climbing, what kind of environmental obstacle will there be? Swimming? Slippery surfaces? Myzzrym: The environment that can be affected by spells / interactions will be easily recognizable - you won't be able to Red Faction your way through the levels tearing through every walls. Q11: How much of the environment is destructible or affected by spells? Myzzrym: Not sure about destroying doors, but you can definitely use spells on the environment: Lighting up an oil puddle, opening a door with Knock, etc etc.

Q10: Can spells affect the environment? Destroy a door for instance? This is why Solasta: Crown of the Magister has a level 10 cap - but future modules may increase that cap to 15, or 20, who knows and that means in turn more writing, more voice acting - it's a never ending story. By going up to level 20 you increase the amount of spells we need to create (FX, coding.), features to implement, and also the increase in campaign length! Unless you want to be farming mobs mindlessly for hours on end, increasing level cap also means you need more quests, a longer story, etc etc. Myzzrym: It's simple really, time and budget. We won't have any class features / spells that get unlocked above level 10, so allowing you to level up would just be useless Q08: You've said the campaign ends at about level 10 - is this a hard-coded limit (like in the BG games, where characters just stopped earning XP) or is it just a "there's no efficient way of getting XP to go higher, unless you want to spend a gazillion hours farming goblin random encounters" thing? We're working on something is what I can tell you. Q07: Will there be an in-game lorebook? What form will it take? Will it have unlockable entries on monsters, important personages, locations, historical events, etc.? For instance, we can deactivate certain behaviours such as hitting characters that are already dying, or shoving them from high above Q06: What difficulty options are planned and what would it look like? More enemies, stronger enemies, better AI?Īrchimat: We're still designing difficulty options, but we're leaning towards altering the AI to avoid changing the game too much. Zaz: You will have random encounters, but we're trying to find a way to avoid too much grinding - you shouldn't be able to grind too much above what's planned Q05: Does the game have random encounters? Can you grind to overcome a difficult fight (be it level, money/gear, consumables)? Q04: Are there going to be able battles where fleeing is the only option?Īrchimat: I'm not too sure about that, but there ARE some fights where you win by surviving long enough! Of course if you go attacking some monsters that are far too powerful for you, we'd still suggest fleeing to fight another day Just think of how short XCOM would be if you were able to avoid all the fights! You will be able to bypass some fights by sneaking around or talking your way out, but those are the exceptions and not the rule! Q03: What portion of combat encounters are avoidable, by one mean or another?Īrchimat: Reminder that this is a Tactical RPG - meaning combat is VERY important in our game.

As to climbing on their back, it would be cool wouldn't it! Unfortunately that's a whole lot of animations and special rules to be made just for that, and I don't believe we'll have the time nor the budget for it! Myzzrym: There will be large enemies indeed. Q02: Huge and larger enemies, are we going to see some giants or big dragons? Also with the verticality being a thing, will we be able to climb on top of these giant enemies? There are very few skill checks in the demo, verticality is mostly hinted at through spiders, there is no city, no faction system and I could go on and on. Myzzrym: Hmmmm that's hard to say, there are just so many. Q01: Are there any major gameplay features planned that aren't shown or hinted at in the demo?
#Solasta crown of the magister ranger favored enemy free
Here is a recap of the Steam Summer Festival Community Q&A session that took place on Discord on Friday June 19th, during which anyone was free to ask us any question they had in mind - which were answered either by me (Myzzrym, Community Lead), Zaz (Gameplay Director) or Archimat (Creative Director and CEO).
