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报告翻译问题






The necromancer quest where there was no where to long rest and you couldn't go back to town made the final fight quite challenging.
All in all - very pleased with how this is panning out. Very enjoyable campaign, nicely done! Loving the challenge.
Yes, you will need to increase the difficulty as playing with two additional party members drastically reduces the challenge of encounters overall.I'd probably suggest something like +75-100% health and 30-50% more damage increase, +1 to +3 to saves, but it's hard to tell really. The early bandit on the road encounter should be a good indicator of a more difficult encounter, and if you breezed through it, you will have to adjust the numbers in a way that will provide challenge for your party, maybe even more than above suggested numbers because number of enemies remains static and your party will have vastly superior action economy (than intended for 4m)
Now, perhaps because I'm running with 6 party members (when it was created for 4), but no fight has yet provided me with a challenge. This could also be because now I know how 5E (mostly) works, I'm coming over from a very tough campaign (Forsaken Isle), and/or this was the introductory part of the campaign and it will ramp up. I'm playing on authentic mode with Deadly AI turned on, maybe I need to increase the difficulty?
Where is Blackthorne Manor please?
PS - love Shadows over Brightreach. One of the best I've played.
If you are running Unfinished Business mod, I recommend teleporting your party to reach him in one of adjacent rooms or reloading the save, setting everything to lowest difficulty possible and just straight up erasing them since you probably already beat every other enemy and are left with the only bugged one.
As for the ruins battle, I believe you are referring to the bandit ambush battle. I deliberately made the difficulty spike there to know what kind of battles to expect down the line and whether one will find these enjoyable or not.
The campaign is geared towards more optimal parties, but there is no shame in tinkering with difficulty sliders. D&D is a highly unbalanced game and what one player stomps, the other will find nearly unbeatable, which is what devs are quite aware of and why sliders exist in the first place.
Unfortunately, the DM has quite a few limitations which we must circumvent one way or another. I tried giving as accurate quest descriptions as I could where it was fitting but I might have overlooked a few and could have done some things better, hands down.
Hopefully TA will grant us more flexibility with Solasta 2 when the DM comes out... somewhere in somewhat distant future.
The only very small proposal I have would be maybe adding the function where it shows the direction of the quest objectives on the compass, this would have really helped me sometimes.
Trying to find the right spot for challenge while avoiding tedium is what was one of the most demanding parts of creating the module. I didn't want the party to steamroll everything, but neither did I want them to have a deadly encounter at every single corner. Both would grow old very fast.
But yeah... last fight could be perceived as a bit tedious as it's well... the last big fight. I did experiment and test that encounter for God knows how many times... I deliberately placed the monsters in cages to simulate their agony/pain while their master is harvesting their essence and to "immobilize" them so-to-speak, but this also opens an easy opportunity to cook them with walls of fire while taking cover and dealing with the rest of the monsters.
Overall I had the most fun with encounter design, which might not be up to everyone's alley, but I think it's ok for a challenging campaign all things considered.
You may mention this in a spoiler tag in the description, and any similar challenges if there are any.
Yes, they have nice loot, so it still worth to kill them.
Anyway I liked the unique spear. Cataclysm Visage, I think that's the name. It's quite rare that such an item is useful. I took the spear mastery feat because of it. My shield fighter became a terminator with it.
If you manage to avoid any fights throughout the entire manor, which only counts humanoid enemies iirc, you will be granted about 20% more XP than if you had killed all the enemies both inside and outside of the manor once you are done with that section.
Naturally, you wouldn't get any loot from kills via that method, but it's something worth considering and perhaps doing as a challenge.
I personally tested it without using any glitches/cheats and what not, not even spells, and it is entirely doable to pass the entire manor part without a single humanoid kill.
I intentionally killed everything in the maze to make sure I get to the highest level possible. After finding the resting place of course. I already missed an encounter because there is no turning back from the labyrinth and didn't want to reload. And I didn't kill everybody at the Blackthorne manor either. Skipping enemies is a valid tactic for milestone advancement. I like that method, and it's easier to balance for modders, too. Or when we reach max level well before the end. We barely reached level 16 before the boss fight, so xp hunting is important in your campaign.
I do agree that the labyrinth can be frustrating, although that area was basically designed to be that way (to kill any adventurer that sets foot in there), but most of it can be avoided (like not stepping on pressure plates will halve all threats there), but the other half comes from paths a player takes, because exploring it in its entirety will probably have 5-6 combats, but only 2 are mandatory to progress to the vault if you metagame and know the way, so it's basically up to RNG in your first playthrough whether you have many fights or few (know the shortest way or not, and are willing to explore everything or not).
I replayed the mission after 2 years, and still think this is one of the best campaigns. The amount of ideas and little details make it very satisfying to play. Not to mention the enemy compositions. On the other hand, I almost gave up one point when the amount of underground levels was excessive (the tunnels after the labyrinth), but a day's break was enough to recover and continue.
Anyway, you could update the description, we can reach level 16 before the boss fight.
The description is very vague and doesn't tell anything outright what you need to do to unlock its full power, a bit of an oversight on my part perhaps.
Anyway, very late in the campaign, you will encounter a statue that will unlock the weapon's hidden potential if you keep it with you (don't sell it) until that point in the campaign.
I have a question/need some spoilers though: In the outskirts of Brightreach, there is a cemetry with a crypt below, and in this crypt, there is a room with the hints "Silver", "Light", "Blood" (opposite to 3 pressure plates) plus two hints about being "blessed". I solved the "Blood" riddle (pressure plate went down) and got rewarded with a silver weapon (description saying something about a "hidden property"), but I don't have the slightest clue how to solve the "Siver" and "Light" riddles.
Can anyone spoiler a bit or a bit more, please?
For Solasta 1, I am done. I released two other modules (Stormhold Arena, a randomized, fight oriented one with significantly less story parts, and the 6M UB version of the same module) and plan no other, especially given that Solasta 2 is on the horizon.
I might consider making more campaigns for Solasta 2 once (and if...) DM is released for that game, and if the free time that I will have, or not have, will allow it.
About the bug... I extensively tested that goblin part as there can be a lot of things that can go wrong on freeing the merchants part, and once I 'believed' that all possible scenarios were covered, I let it be as is (you can check that area in DM editor and see there are many "scripts" involving different things that player might do... or move to immediately or later... But from your report (which is the first one I got about this since the release of the module), it looks like I missed something very niche that was done. As of this moment, I honestly don't have the strength to go through that sequence of scripts again and look for a single oversight that a player might have done to break the script, and will leave it as-is as to prevent making further damage to that part of the module...
Apart from that everything seemd to work. i loved the Underground arenafights btw, they really felt very tense and dangerous.
I liked your campaign better then the original campaign, which was really fun too.
I cant imagine how much work you invested in creating this masterpiece! Thank you, thank you, thank you!
I had the feeling that every single aspect was created with lots of thoughts. All maps and Fights felt really handcrafted and the fights were hard and very tense. Loot was great, after a really hard fight you mostly find some pice u could use.
it payed of to look for hints and explore, there was so much to discover (and i havnt discovered everything)
i will surely come back to this gem in some wintermonths.
You should mayb earn money with storytelling or dungeon design. :)
Do u have any plans to create more campaigns?
You can go through other campaigns and import level 5 characters into this one, but it is primarily designed and balanced around freshly created parties from main menu and imported directly into this campaign.
This campaign doesn't forbid anything except characters lower than level 5. Are you sure you leveled your party members to at least 5 so that they can be eligible to start the campaign?
Is this expected? I tried creating a "new" character (cleric) but after completing the creation-the cleric does not show up in the party slot.
I wouldn't mind if a knock spell were anywhere to be found before I got to the goblin cave door without a rogue handy :)
thank you
Now, I don't remember which part is in which location, but they are found in the following locations:
One is in new area, northwest in Ixkritt Jungle, another is in roughly south eastern new area also connected to Ixkritt jungle, and the third is found near the end of Mad Prophet quest in Kragshelm
Ok, my fault!
Thanks for the quick answer.
I hope, I`ll imagine this on my next playthrough...
keep going!
Do you have the Chalice? That you obtained from fighting The Champion in the Brightreach Arena It opens the first door and the keys open the other 3. Did you perhaps accidentally sell it in town (It costs 0 but I was informed you can still sell items that cost even 0)? If it was sold, there is unfortunately no other way of getting through the door to complete that quest...
I really love this Campain!
But I got a problem... I cannot find a way to end the " heart of darkness" quest. I searched everywhwere for some hidden doors. the sewers, the basement...
Maybe the secret place is the door to the Vault? To avoid the Labirynth?
But I can`t open the door, though I have all three keys...
I don't think setting it to 0 is enough. Zero-cost items can still be sold as long as they're being sold along with other items that are not zero-cost.
Maybe it would be better to have it not be an actual inventory item, and just a flag that gets set? Not sure if that's possible in Solasta.
p.s. bypassing all enemies via stealth in a very particular level (you will know which one when you get to it) will reward you with more XP than wiping out all said enemies.