in the jungle, terrible jungle...
The start of the new adventure is quite simple: you find yourself lost in the Jungle of the Dominion valley, with the aim of finding a way to get out of it. Remaining away during the cataclysm, this territory still experiences an elven domination and the ancient Malancalonnes traditions. However, various factions are more or less openly opposed to the management of the valley.
This is one of the points on which Tactical Adventure wanted to renew the experience in relation to the original game. In the latter, there were various factions, but winning their favors was done above all by validating quests without having too much choice and giving objects harvested to this or that character of a faction. There, there is the idea of choosing something to do in order to attract good graces and this can result in the decline in those of another faction, potentially many. The slightly more distant goal is that the end of this adventure varies according to which helped leave the valley.
Another point of divergence compared to the basic game, fauna and flora. Indeed, although there are some common opponents, there are also new ones; Not enough to radically change the confrontation, but at least enough to renew them a little (golems dirt). The environment also offer a little variation, such as the jungle or the marshes. Again, nothing to jump on the ceiling, but that's it.
There is also a new sub -class for each main class (those of Primal Calling included).
Not much to say about the history of extension and its quests. It was not the strong point of the basic game, it is still the case. But perhaps it would have been feasible to give a slightly more stifling atmosphere to this jungle and its ruins, in order to highlight the fact of being stuck there. There remains an always good game system and a global experience recalling the spirit of the paper role play, which will still please amateurs.
These new features are added to the designer of Dungeon, with an improved quest and dialog system, further enriching the possibilities. This tool has already benefited before the extension of various improvements claimed by the players. Since then, its content has thus been enriched with many works from the community.
The new adventure is accompanied by a size addition: multiplayer functionality. Indeed, what had been claimed already before the release of the game has been available for a few weeks: it is now possible to browse the content of the game with several, whether it is the main adventure, the extension or the creations of the community.
Concretely, it's quite simple. A player creates a living room, hosts the game and therefore has the backups. Then, up to three other players can join her. During the exploration phases, everyone is free to move, but it is necessary to regroup in terms of rest and zone changes. No changes in fighting, just that everyone play the character (s) attributed to them. There is a pointer system, but it is for the moment reserved for the one who plays, it's a shame. It seems not possible for the moment to join an ongoing game without returning to the living room. For dialogues, the host chooses the answer, but the choice of comrades is indicated on their response by the presence of their avatar Steam.
In short, it is a pleasure to be able to play Solasta and all its content, in a very simple way, with several. Notable point, the host enjoys all members of the part of his DLC.
Unfortunately, behind several of these new features, there are problems, for some important.
The first concerns the factions and the wish to vary the adventure according to the choices. In the idea, the system is there and it works. In practice, the adventure is too short and there are too few real choices to make. In fact, there is almost none, because for many it is only a question of taking or not the quest. The result is a funny impression on the freedom given to choose its path. There are also quests whose ins and outs are not clear, which leads to a significant loss of affinity with a faction without it being really obvious. In short, it is a little too limited and not completely to the point.
One of the very good mechanics of the basic game was light management. Beyond giving a penalty during an attack on a little lit target, the system also inflicted a penalty in the event of exposure to the light of an enemy being sensitive, even inflicted damage. It was really a large part of a number of clashes and a real strategic component. In the extension, this is essentially summed up with a decrease in the chances of touching in the dark; it's too bad.
Another mechanical enough back, verticality. It was again a big highlight of Level Design, with an impact in combat, which is much less present in Lost Valley. There is still drop in many fighting areas, but it seems less exploitable, while fewer enemies use these sets or theft. Too bad.
On a note that may be less objective, I have big doubts about the balancing of various clashes and especially on the dice jets. Admittedly, the random side is part of the system, certainly there are only little doubts that the studio certainly did not rig, etc. Nevertheless, that has many times, really very numerous, the fights were quite painful because of unhappy jets on our side while the opponents chained the happy results. Seeing several 18, 19, 20 on the enemy side in a single fight when we are painting more than average is ladle. Not to mention the very often successful resistance jets from the enemy. This is something that had been a little rated in the standard adventure, but rather put on the blow of bad luck. There, it's a little too much for it to be just that. Perhaps there is a matter to review the dice throwing algorithm.
Last point that has a lot of problem, the desynchronizations for multiplayers. It was relatively regular during the first sessions, to become more and more problematic. It's simple: the end of the extension was made solo after the colleague's rage, following four desynchronizations in about an hour of play. The studio is aware, they work there; There was still a patch with notably corrections on this point on Tuesday, but it should be mentioned. Contacted, the studio members told us that these problems should no longer be topical in the next version of the game (.56).
So do we like green?
So what conclusion to all this? Well, we can note that the studio has adapted its extension to part of the requests of its community. We can salute the fact that they have attacked and, despite problems that are in the process of correction, could have released a multiplayer feature in Solasta. Is the extension successful? Moderately. Is the multiplayer successful? Moderately. But in view of the limited means of the studio, it's pretty good. Let us also remember that the license is led to develop well and that these are good additions which can serve as bases. In view of the high quality of the original game, regular additions since its release (including a free part), we can be a little conciliatory. Let's say that it goes for this time, but we are waiting for fixes and also that the continuation is of better quality. And to finish on a very positive note, we had a good time anyway and the experience made the colleague want now to make the basic game together.
Test made on PC by Zekkangel thanks to a test code provided by the developer.
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