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I also have the money bug. Painful even with one person party. Tried fixing it but no joy at all. Might be worth checking on the solasta discord if it can be checked.
But despite those comments - I love the imagination and the fact you've done something really different with a one party campaign. Fair play
There are contextual clues for some: Yarwick mentions that Strake Manor is locked. He also tells you need a boat to continue from the starting area. I may delineate between doors that are locked from the other side from those that are locked with a special key in the update.
The problem with "large" companions crept up later on. I did all of the level design before implementing characters. Later, there's a quest involving a giant joining the party. When you enter a cave, the game deletes him about half the time. Since I couldn't predict when or how often it would happen, I changed it so that he doesn't enter the cave at all, just waits outside for the party to finish. I don't know why Leopold sometimes de-spawns while crossing entrances/exits, but Umaro is labelled as "large" so crossing the threshold of any exit/entrance creates a chance for deletion. [spoiler/]
I made it through to Farshale without losing anyone, then experienced the party composition change you referred to. I reloaded at that point so I can still take the current group back to the Manor now that I have a key. I was lucky with the Respite encounter since I had the whole party stealthed and waiting by the door once I found it was locked. I had my Monk walk back to ask about it, and so every enemy locked on to her (21 AC and could tank a few hits each round--I forgot to have her equip a ring that would've helped too). She was able to stun a few opponents in the first round, and with 5 or 6 allies with advantage from stealthed range attacks, we whittled them down and won the encounter with no losses. I didn't see the hooded man until it was all over.
Now that I have added Dalena and Garret in with the group, I'm up to 13 in all;-). How many more companions are there to be found in the Pass?
Also, I'm curious about alternative endings to the Caglio scenario. It appears possible to have stealthed back out of the house entrance with the potion, without engaging with Caglio--what would Spider's reaction have been in that case?
The Spider/Caglio scenario I believe has six variations in its resolutions, which I decided to make even more complicated depending on whether you rescued members of Spider' crew back in the giant cave in the wetlands. For now, I'll go with what you said: his potion addled brain as the story reason, until I update.
The only area I can't access so far as I work through the pass is the Foreman's Stash. The door mechanism nearby won't activate, so I had to move on.
So far I haven't lost any of the NPCs or hench-critters in my party. It was nice to have some animals join up even without animal empathy. My current party consists of two forest spiders, 2 wolves, the dwarf couple, a dragonborn fighter and my rogue buddy. Some encounters are more challenging (especially when AOE spells are getting cast). I'd rather reload a battle than lose Rafe or Lycus--they are both good boys! Very useful during the earliest levels and even up through the town quests.
One example is Poe being alive back in the Brothel after he and the Watchmen had been killed out in the garden.
Also, Spider repeating his reward dialog offering up to 800 gold after you talk with him again following completion of his quest (not an exploit--no actual reward given other than the initial 400 gp plus the storeroom key). You can keep collecting keys through this dialog, too;-) That potion really did mess with his memory!
While not necessary at all, it would be nice to tell off the "nice" guy who gave you the free brothel invitation, when you return to town.
I'm glad you are doing a monk run, I still haven't done one. Adding the gauntlets and Ki necklaces was a late edition that I could have easily forgotten. You may meet some of the missionaries again, depending on certain choices. It's interesting that you had a ominous feeling. I try to leave quite a bit open to the players interpretation. But I made this campaign to be scenario based than pure story based, differing from my last one. I have few more ideas kicking around that have to with the missionaries.
Strake manor and the way inside are both optional. The way inside comes up much later in an optional area. Sounds like you are exploring everything, you'll know it when you see it. Same goes for the amulet, although that is miss-able due to a binary choice. It's more for people who want an undead army rather than traditional party members. 5th level is about right, your main levels up quickly seeing as they are the only one who gains experience. Honestly your main will become a little overpowered to compensate for party members who die along the way. It's not as balanced as well as it could be yet. Next update will improve balancing.
Added.