Some time ago, I introduced you to what Crown of the Magister was. Onidra, our beloved leader, also recently shared with you the interview with the developers. Today, I reveal to you what has become of this game that I really liked at the time. I will therefore add the new features, in addition to a quick topo! So, have we made good progress, my little wolves?
Summary of previous preview
This game offers you to create your team of four characters, pre-generated or created as you wish, to go in search of answers on an outpost that no longer responds. And as usual, nothing ever goes as planned, so we're left with conspiracies, ancient races, and ever tougher challenges to overcome. Team freedom is total: you can make four mages, four paladins or the classic team: Mage, Warrior, Paladin, Ranger/Thief. It's up to you to choose your race too, which will have advantages and disadvantages, in addition to having to choose the origin (example: Halfling of the mountains or marshes).
Graphically, the game is quite nice and clean, and gives you an equally clean soundtrack to go along with it all. On the gameplay side, we are still on strategic turn-based where each action will have a chance of failing depending on the dice rolls of your characters. It often happens that your attacks are missing, or that the range of damage is wide as chance is omnipresent. To help you, when you level up, you can choose according to your classes new spells, definitive archetypes (like the mage who must choose between three paths), new gifts or characteristics, or even get to level five. an additional attack.
Suffice to say that each character will be different as the possibilities are vast to make the character you want. The fights are difficult, the exploration will require skills that you will not necessarily have at the moment. To travel from one place to another, you will be on a world map which will allow you to program your crafts according to the talents of your characters, knowing that you will be able to program your pace of travel which will inevitably have advantages and disadvantages. In addition, you run the risk of being attacked during the latter, and therefore of facing quite varied and sometimes very powerful enemies. And all this until the resolution of your quest which will be strewn with pitfalls...
And now...
We are still with our quest for the cursed crown that guides, through mountains and tides. But given the differences in versions, I had to restart my game. First thing very pleasant, there is no longer a void in the texts, which is practical for understanding the story, and above all: there are no longer any worries about the voices that were exchanged between the characters. It may be anecdotal said like that but, in this kind of game, it's something really interesting.
In itself, many bugs have been resolved and the game is immediately more enjoyable. But the update that I was particularly waiting for is that of the Scrappers, these former heroes who have visibly converted into battlefield raiders and who will be able to come and empty the corpses and other caches that you forgot or had to leave behind during of your exploration/eradication of an outpost, area, or whatever.
After a while, our friends will come back and offer to sell you the forgotten equipment or, if you wish, recover it, which is necessarily very interesting when our heroes are as loaded as mules and cannot take one more step.
The Dungeon Maker
Another big new feature is the dungeon builder, which lets you create a map with a predefined style, size, and everything that goes with it. The editor is easy to learn and allows you to create rooms with objects, chests, traps, etc... and more or less powerful monsters. It's really surprising how exhilarating creating your own dungeon really is. Knowing that we can publish it for other players, this will push the most devious to make torture zones or tortuous labyrinths.
However, a few things deserve to be reviewed a bit. Some chests and treasures will not necessarily be collectable if they are placed against a wall... because the chest has not been placed in the right direction. Perhaps an automatic function that would operate an automatic rotation in this specific case would be welcome. In addition, when positioning a monster, do not forget to select the monster in question from the long list available (medium or giant, two distinct categories), otherwise it will not appear.
Personally, I find that it is nevertheless a very good idea, and that the grip, which will require a few minutes of acclimatization for the advanced details, remains relatively easy and simple to assimilate.
Summary
With its new gameplay, bug fixes and excellent dungeon builder, Solasta: Crown of the Magister really has it all for players who love the Dungeons & Dragons style. With its release on May 27 (tomorrow), everyone will be able to discover this new version and I guarantee that the dungeons created by the players will be as fantastic as they are frustratingly inventive!