Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For now I just stay in the middle of the map to keep it out of the teleport range of that closed area, but that brings another difficulty to the fight... given the mechanics of the layout, I recommend putting non-teleporting creatures in the arenas.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3413578584
It is completely remade encounter-wise and offers a ton of new enemy types, items, as well as extended campaign length (new maps), new final final boss and level cap 20.
In first part, there are three possible "arenas" for each fight and three possible encounters total for each fight, so 9 variants between arena and enemy encounter for every single fight.
Second part doesn't have variable maps, but there are still 3 enemy encounters in pool, of which you randomly get one picked. And this continues for each fight until the end of the module.
The very last fight also has 3 stages, of which there is one encounter picked from pool of 3 for each stage.
If so... I might just replay this adventure a few more times after this second playthrough!!!
Really difficult to find a fine balance point for level 16 parties when only a single encounter is involved and high level of power is attained...
However, the final fight was just too much for my party... oh well!
Time to make another run with a different party then!
Pause time and issue the two members that wouldn't otherwise fit to get into the teleporter manually before anyone actually stepped on the teleporter (as you cannot issue command to get to an area that is occupied, but can do so before anyone is actually stepping on it).
I released the 6M version of this campaign if you are interested in checking it out.
Some tips to get started making modules: start small with a couple of minor maps and encounters to get to know the DM gadgets most importantly, how they are used and such. SirMadness got nice beginner friendly videos, but I reckon one can also learn the DM on their own pace with a bit of time invested and patience. It took me something like a couple of weeks to "master" the DM and then would be able to do whatever I want (albeit there are some hard limitations that we cannot bypass, and must either find a workaround or abondon the idea of making it).
Generally goof around with gadgets and try various scenarios you can think of, and when you are feeling confident with mechanical knowledge of the editor, go for the bigger projects.
If it is of any help, have you try reinstalling Unity Mod Manager? I'm using 0.27.10.0 version and there have been no issues so far...
Other things that might be unrelated, but still worth a shot, would be updating outdated drivers.
Creatures with leaps do help a lot to make fights more dynamic in nature and promote tactics other than 'turtling up'.
Just when I feel safe inside 3 layers of damaging walls... a giant or a dragon jumps in and scatters us all into our own barriers, HAHA.
It helped me realize this particular spider is entirely my fault as I spawned it under a prop... Sorry for the inconveniences that this issue caused for you and all other players.
Will definitely be fixed in the next release, but it might be a while as I plan to also tweak the stats of some enemies to be more challenging later on and reduce tedium of fighting certain enemies while also working on essentially forked version of this campaign.
Obviously you can't actually see the spider, but I positioned each of my characters so that there were as far as they could be while still showing as being 2 tiles away, so I'm guessing it's somewhere just to the left of the sewer grate behind the wall.
I ran it again from the combat start autosave and noticed that I never saw the spider on the map at all, so I'm not sure if it tried teleporting away before combat initiated or just spawned in the wall.
Hope this helps! Love the campaign so far by the way! I am all about rogue-like style games and randomization, and I had no idea it was possible in Solasta outside of the travel encounters, so I was stoked to find your post.
Thank you for the report, although enemy teleportation seems to be a vanilla issue that was never resolved and can happen basically anywhere if a teleporting enemy is present. I had the same thing happen with Razan on another map where Razan literally teleported through solid wall and escaped the arena, but this never happened with Phase Spiders thus far, so I have no idea what exactly allows these enemies to teleport into otherwise inaccessible tiles. I know that Phase Spiders teleport to reach the party, but never to escape from the party in my experience, whereas Razan teleports to get away from party. Feel free to share the screenshot as I'm curious to see where the spider actually is.
I'm currently working on 6M version of this module, and will consider updating and possibly removing these enemies from the pool of spawns to remove the chances of possible annoyances happening after I'm done with 6M version.
It was one of my main goals to make a module where most classes are evened out in terms of usefulness, and not constantly have full casters take all the glory for themselves. Warlocks and monks for example should be quite useful throughout the entirety of module, and there are a few special items to find that can enhance them further (+1 slot item for warlocks on an Insight merchant text and special wraps for monks on another Insight merchant .
Regarding skills, it is vanilla bug that Bardic Inspiration doesn't work on ability checks at all. You would need Unfinished Business mod to fix Bardic Inspiration and other vanilla-related bugs.
Related to skills, I wanna report a bug that bardic inspiration doesn't work when using skill checks with NPCs in the keep between arena battles. I'm not sure if this is fixable with the way they're done now (i.e. as interactable objects), or if it would require making those interactions into dialog trees.
Thanks for this awesome mod!
With the creative decision to allow such imports, the DM prevents me from disallowing say level 9 parties from starting the first part which is intended for 7th level as starting point. This is basically left on 'honor mode' for players to either adhere to these rules or not, but by not adhering the experience will not be as balanced as originally intended.