Solasta II - Community Stream 1 & 2 Recap

HiddenX

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Couchpotato spotted a community stream 1 & 2 recap for Solasta II:

Goodbye 2024! Community Stream 1 & 2 Recap

Couldn’t find the time to watch the Community Streams or prefer reading instead? We got you covered!
Hello there people!

New year is right around the corner, bringing us ever closer to the release of Solasta II! We hope you had a fantastic year - and if not, don’t worry - may you be blessed with better rolls in 2025. Cover yourself well and head into the next year with gusto and courage!

[...]

Community Streams #01 & #02 Recap
As not everyone can tune into the Community Streams (or want to, some people prefer reading and that’s all good) and since you were many to ask for a recap, we’re closing the year by answering your wishes! We know this won’t prevent people from coming to ask “2024 or 2014 ruleset?” for the eighteenth time in an hour in Twitch chat, but hopefully we can cut it down to a single digit number. Here are some of the most asked questions.

Remember, Solasta II is still very much under development, meaning anything we’re saying here may be subject to change in the future, just as our wording implies.

Question: Is Solasta II still grid-based?
Yes, Solasta II is still grid-based during combat. This question was asked because some sharp-eyed viewer noticed one character ending their turn with 2 feet of movement in the trailer (instead of 5’ or 0’). This difference is due to how pathfinding works in Unreal Engine 5 - characters no longer have to go through the center of each tile they’re moving through (which made their movement look a little robotic in Solasta I), instead taking the shortest path to their destination.

This means in the current implementation, you will often end with less than 5’ of movement after moving, as you still need to end your movement on a tile of the grid. You will also still be able to see which tiles are valid before moving just like in our previous game.

[...]
More information.
 
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I enjoyed Solasta quite a bit, as well as a couple of the fan-made scenarios for it, but I remember having occasional difficulty with elevation in being able to count spaces, such as if there is a thing to climb on and climb off on the other side within the same move. I might be remembering it incorrectly, though.
 
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"However, we’ve also heard that some players would like to control larger parties during combat, so we’re planning to implement additional companions that could accompany and level up with you."

Well that's a bit of good news.
 
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Yep, that's great!
 
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Nice. I wonder how many NPCs can join the party. I can't imagine it'll be more than 2, but maybe that depends on your party size. Perhaps we can start with less than 4 characters if we choose. *Edit* No, they mention it will be a 4-member party again. So I'm guessing it'll be 1-2 NPCs at a time can join.
 
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That wouldn't be completly new, as the main campaign and the DLC had NPCs that join the party and that you control. They were only story-driven temporary companions and the didn't level with you etc., but the basic concept is the same.
 
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That wouldn't be completly new, as the main campaign and the DLC had NPCs that join the party and that you control. They were only story-driven temporary companions and the didn't level with you etc., but the basic concept is the same.
True, but they were mostly included for brief periods to reach specific objectives. Having a longer-term companion would allow the developers to add custom dialogues and voice-overs. I.e. give them more of a personality.
 
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True, but they were mostly included for brief periods to reach specific objectives. Having a longer-term companion would allow the developers to add custom dialogues and voice-overs. I.e. give them more of a personality.
Exactly. I feel like they're trying to go more of a Balder's Gate route this time which is nice.
 
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