Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Plight Of Ludwig
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2024 年 1 月 25 日 下午 5:09
10 月 20 日 下午 11:19
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Plight Of Ludwig

描述
After more than 200 years of peace, a remote part of Borealis is again besieged by undead hordes and their vengeful masters.

The events of this module take place in western Borealis, a place as remote from Badlands as possible. Still, true adventurers will find themselves an adventure anywhere, if they'll put enough effort to it.

A standalone campaign built in the world of Solasta, while introducing a bit of custom lore.

NB: Large update 1.0.5 introduces many changes - see details below.

Requirements
Campaign uses Lost Valley assets and Inner Strength items, but the latter should not be mandatory.

Difficulty
- Higher difficulties are not recommended. The second half of the campaign brings increasing numbers of enemy spellcasters, and they end up being much more challenging than melee opponents.
- If some encounters feel more difficult than others, the reason is usually plot-related. That, or you went too far ahead and skipped a lot of content - that's also a possibility.

Remarks
Recommended starting level is 1. End level:
- Party of 4 - level 16
- Party of 5 - level 15
- Party of 6 - level 14 (assuming the most optimal playthrough)

Party composition
The campaign is very undead-heavy, so using "Protection from Evil and Good" makes it rather simple. However, during the late stages of the campaign players will face plenty of enemy spellcasters, so Motherland Paladin, Magebane Barbarian and / or Court Mage Wizard should be at least considered.

List of character traits and skills that receive special treatment - generally not much, in order not to put too much strain on party selection. What is recognised:
- Investigation and History skills have enough uses to make a Rock Gnome Wizard a good choice.
- Spy background provides quite a bit of flavour and makes some lore easier to obtain, but isn't necessary (not recommended to be paired with an INT-based character, due to the way dialogues work).
- Charisma-based skills have very limited use, although Persuasion is not entirely worthless.
- Having Sorcerer in the party adds a bit of flavour in a couple of dialogues.

Overall feeling of the campaign is "Icewind Dale meets Hexen", with plenty of combat and (relatively) few but large dialogues. The campaign has one large hub with many locations having varying levels of difficulty, but otherwise is mostly linear.

Known Issues
During the final boss fight, the BBEG can sometimes stuck in an endless animation loop and not end his turn. This lock-up happens if all party members are concealed (hidden or invisible) when his turn starts. Summoning an elemental or something similar is usually a good workaround.


24/03/2025, version 1.0.5 - All feedback received from the previous versions has been addressed / implemented.

IMPORTANT: After upgrading the campaign to 1.0.5, DO NOT re-use old saves from previous versions if you have any. Start a new playthrough.

New starting area with a dialogue NPC (The Architect) that allows players to customise their playthrough. Available options:
- No traps (except poison / lava bulbs and trapped containers, as these cannot be disabled).
- Fewer enemy spellcasters per encounter. You can select no more than 1, no more than 2, or leave the encounters' composition unchanged. Note that this will noticeably reduce the amount of XP the party receives. Also note that Wights, Skeletal Knights and Mummies are not considered spellcasters for the purpose of this option.
- Start with level 2.

New NPC with custom crafting / upgrading. Improves 2 custom weapons and assembles the full version of a weapon only half of which was available before.
The majority of buttons have been removed, bringing their number to tolerable levels.
Hints added throughout the campaign to highlight things that are difficult to spot or easy to miss.
New merchant dealing in spell scrolls and scroll crafting manuals.
Additional long rest points placed throughout the campaign.
Some location exits were converted to multi-exits that allow to skip intermediate locations.
Additional harvestables placed on surface-level locations.
Adjustments to merchants' inventories.
... and many other small changes.

21/10/2025, version 1.0.6 - fix: blocker in the Esgrin Tower when the player chooses to limit the number of enemy spellcasters per encounter.
热门讨论 查看全部(1)
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10 月 20 日 下午 11:23
Esgrin Tower - center room
kchoffmann92979
104 条留言
Ennor84  [作者] 8 月 6 日 下午 6:09 
@sierralynne333, the key to Amelia's cell (and other hard-locked cells on that level) is in the possession of the Prison Warden wight. Double-check the dropped loot on the floor in the library room where you fought him, it should be there.
sierralynne333 8 月 6 日 下午 5:44 
i am stuck with trying to get Amelia out of her cell. I looted everything, cleared out the entire prison and fought the necromancer on the next level but I never cane across any key or button to let Amelia out of her cell. Did I miss something?
taleml 3 月 24 日 上午 11:45 
thanks. resubscribed
Ennor84  [作者] 2 月 21 日 上午 5:08 
@taleml, after you complete the first quest from Alania, she mentions the mayor. He can be found on the western side of the market square.
taleml 2 月 18 日 下午 2:31 
no idea where 2 go to, got 1 quest giver in the inn and after, noting. went to the graveyard cleared it and the cave and no where else 2 go
dantastic 1 月 1 日 下午 11:03 
Oh, I'm pretty sure I experienced that glitch;-) Thanks for the explanation--I thought something about the sequence wasn't quite right in that room!
Ennor84  [作者] 2024 年 12 月 30 日 下午 9:23 
In the Training Room, the very last button (on the eastern wall) hard-opens all doors in it, so everyone can leave normally. In order to reach it, you need only one character to jump down to the eastern half of the pit, and the last remaining one should stay on the southern ledge. Once the fight is over and the char in the pit finds and presses the second last button, the door to the last one opens, and the char on the ledge can reach it.

There is one minor glitch in this area though: if, by the time the last button is pressed, the char in the SW corner still stands on the pressure plate, their door doesn't stay open when they step off that plate. This has something to do with how pressure plate deactivation works in Solasta; I was never able to fix it.
dantastic 2024 年 12 月 30 日 上午 10:03 
Cheers, Ennor84!

Thanks for satisfying my curiosity. AFAIK, the only thing I missed was in the Training Room. I found the golden key but never figured out how to trigger the button in the cell closest to the entrance. I see now you addressed it below, but I only kept two saves as I worked through the campaign, and by then it was too far back. What was the reward for completing that last step? Escape? I had to swap around Boots of Flying to get everyone out.

I had a Way of Freedom Monk, Oath of Demon Hunter Paladin, Psi Warrior Fighter 7/Duelist Rogue 9 and Battle Smith Artificer. Did a LOT of crafting of magic arrows and bolts (wish there were more of these to buy!) Only the monk had an AC higher than 19. My favorite party composition so far--and the first time I didn't have a cleric along in Solasta.
Ennor84  [作者] 2024 年 12 月 30 日 上午 1:39 
Thanks @dantastic, cheers!
1. The head doesn't exist in the game, as of now. Dungeon Maker doesn't allow to create a switchable weapon, so right now this is a pure flavour. Although, it's possible to add an optional crafting quest which will permanently alter the weapon, so the players can decide for themselves whether they want to go on with it, or not.
2. The zweihander has no quest importance - otherwise it wouldn't be exchangeable. That note only demonstrates a particularly dreadful connotation the Society has with this sword.
3. No missing encounter(s) in Chambers Of Contemplation. The party does the "job" by clearing it, so to speak, but Society had no time to benefit from it.

I'm currently working on the final version of the campaign. Going to take everything into consideration, so thanks for your feedback, I'll add what I can.
dantastic 2024 年 12 月 29 日 下午 11:41 
Congrats on a carefully crafted campaign that has many enjoyable moments and thoughtful touches. It also has too many moments of frustration. Overall, my party did have a lot of fun beating up undead, reaching 16th level. Having to unlock so many rooms to get to each battle distracted too much from the plot. This could still be a fun, challenging and satisfying campaign, without so much emphasis on the button-pushing-to advance mechanic.

I had traded Ludwig's Zweihander for the Handle, and had been hoping to find a head for it. Did I miss that somewhere? Notes in the Inner Sanctum suggested that sword was important--would having it in my possession have made a difference somewhere?

Other notes suggested that the cult was going to take over the Chambers of Contemplation. Would that have been an additional encounter I missed?

Thanks for considering my comments--I sincerely want you to improve your campaigns. Best of luck.