Solasta: Crown of the Magister Patch v1.2.15 Available
-
Category: News ArchiveHits: 1610
Having released the Primal Calling DLC earlier this month, Tactical Adventures now brings us a new patch for Solasta: Crown of the Magister. And seeing how new content usually means new bugs, the patch seems to be doing a decent job addressing those. Here are the actual patch notes:
Patch 1.2.15
- Added Lockpicks to Spy & Lowlife starting equipment
- Fixed voice samples not playing properly in the Character Sheet outside the Main Menu
- Fixed Loot Containers not showing all items if there were more than 15 items inside them
- Fixed a Game Over screen wrongly triggering when killing the last non-charmed creature in a fight where the party charmed an enemy
- Fixed Kindred Spirit not correctly using the Druid's stats when summoned while in Wild Shape
- Fixed a softlock that would occur when trying to resurrect an ally with a Barbarian holding the crown while raging. Barbarians can now use magic items while raging, just don't ask them to use a spell scroll unless you want it shoved in your mouth.
- Fixed Druid Wild Shape UI showing incorrect HP value if the enemy monster HP scale isn't 100% in the difficulty settings
- Creatures charmed by Animal Friendship now disappear at the end of the battle (like Charm Person)
- Staff of Healing is now usable by druids and is a universal focus
- Fixed Hide Armor +1 and Studded Leather +1 not displaying their proper title once identified
- Fixed Wild Shape Badlands Eagles not having 2 attacks per round
- Fixed Druids losing their buffs / Kindred Spirit if their Wild Shape goes down to 0 HP
- Fixed Aid not working properly with Wild Shape
- Fixed being able to use the major Gate to teleport to Caer Cyflen in the middle of the fight with Mardracht
- Fixed Pilgrim's & Zealot DoT not lasting the correct duration
- Fixed Counterspell Reaction pop-up sometimes not displaying the correct spell slots remaining
- Fixed Guiding Winds not being applied when attacking an enemy with a spell attack
- Fixed Acolyte, Veteran, Highwayman & Guard not being targetable by Heat Metal
- Fixed "Stop Rage" being displayed in the combat log as ActioneStopTitle (lol typo)
- Fixed creatures not being damaged by Spirit Guardians if they entered the AoE with a charge (as opposed to moving normally into the AoE)
- Fixed a falling column in Monastery not pushing the PCs aside when it fell, effectively blocking them forever.
- Added feedback in the combat log when Kindred Druids use Share Pain
- Fixed Stone Resilience temporary HP not being removed when Stone Barbarians stop raging
- Fixed Drained status (lower maximum health) being transferred to the animal form when using Wild Shape
- Fixed Wall of Thorns dealing piercing damage instead of slashing damage when moving inside it
- Fixed a rare instance where the mouse cursor could disappear when an error pop-up appeared, making it seem like the game froze
- Fixed Dimension Doors destination visual feedback being restricted by Line of Sight
- Druids, Sorcerers, Wizards & Clerics now start the game with a spell focus equipped
- Fixed Charm enemies not dropping loot at the end of the fight, potentially preventing quest items from dropping
- Fixed a rare issue where characters could lose their animations if a cutscene started while they jumped (how does that even happen)
- Fixed Minotaurs' successful charge pausing the fight for several seconds.
- Fixed Carried by the Winds still triggering when the Wind Druid's spell is counterspelled
- Fixed Scroll Scribing not displaying the correct information
- Fixed Bracers of Defense being sold for dirt cheap
- Fixed dying enemies vanishing before their death animation played out completely
- Fixed Savage Attacks not using the correct weapon dice when using versatile weapons two-handed
- Fixed Heat Metal VFX not appearing when re-applying the effect on subsequent rounds
- Fixed portrait not being updated when deleting and recreating a character with the same name but different face
- Fixed Reckless Attack giving Barbarians advantage until the start of their next turn instead of the end of their current turn
- Fixed items being too large when held in hand in the inventory viewer (those are some MASSIVE candles)
- Fixed Twinned Guiding Bolt & Levitate being interrupted on both targets when one dies
- Fixed traps being triggered by proxy spells (like Sunlight or Fog Cloud)
- Fixed Rage damage being added when attacking using DEX with a finesse weapon
- Fixed Unarmored Defense stacking with Mage Armor
- Fixed Flame Blade not using WIS as spellcasting ability for attack rolls when cast by druids
- Fixed Spell Focus not properly displaying their type (Arcane / Divine / Druidic)
- Component Belt, Component Pouch, Component Bracers are now Universal Spell Focus (can be used by any class)
- Fixed Druids playing their idle animation instead of combat animation if entering a fight in animal form and reverting to human form while in combat
- Added sound when dropping items on the ground
- Fixed a sequence break in the Wanderer Background Quest that could prevent the player from triggering the final fight
- Fixed a rare instance where Druids would be stuck in the ground in animal form after loading a save (what the...?)
- Fixed certain monster AIs not properly taking into account their movement range when deciding on an action
- Dungeon Maker: Fixed ContentType sometimes disappearing from the .json file
- Dungeon Maker: Fixed some doors not being compatible with Activators in Town Interior environment
- Dungeon Maker: Fixed shadows flickering rapidly under certain conditions in Town Exterior environment
- Dungeon Maker: Fixed the Merchant icon behaving strangely when a combat triggers nearby
- Dungeon Maker: Fixed Entry Activators activating right as the player finished loading, even if they didn't click continue
- Dungeon Maker: Fixed the "Y-shaped Wooden Beam" not being correctly restricted to walls