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Thank you all for understanding and supporting the project via download and unique visits. If we reach 1,000 unique visits and 300 subs I will try to 'rush' the work as soon as I can, but in the meantime I am a little busy with the holiday work and visiting family. Thank you all for understanding and playing the campaign again!
Want to apologize for the annoyance and would like to offer some sort of compensation for your time.
Would love to have a custom item/npc that is made in your image(how you want) added to the campaign as a rememberance.
I will admit when I first made the campaign I was just learning about how perception with monsters in DM works, so there is where my error lies.
Give me some time for an update on this campaign as I have 4 other stories in the works as well. I am taking all of the feedback from this campaign and making sure not to make the same mistakes on the other campaigns.
Enemies that are next to others that you attack from ambush will not react nor engage in combat. This could be ok if you're going 1 by 1 like an assassin, but, if you have a big fight and then another group of enemies literally 10 squares away from the other group and they won't engage even though they can see you, then what happens is that, when you finish the first fight, fight ends and you lose all encounter abilities (like barbarian rages), and you have to waste them again to fight the new small group which should have engaged along with the first one to begin with. This has happened so much that I got tired of it and quit the campaign."
Enemies that are next to others that you attack from ambush will not react nor engage in combat. This could be ok if you're going 1 by 1 like an assassin, but, if you have a big fight and then another group of enemies literally 10 squares away from the other group and they won't engage even though they can see you, then what happens is that, when you finish the first fight, fight ends and you lose all encounter abilities (like barbarian rages), and you have to waste them again to fight the new small group which should have engaged along with the first one to begin with. This has happened so much that I got tired of it and quit the campaign.
Exactly, depending on the ending you go for, there will be a continuation of the story.
I think I found the error.
In the Ember Pact Bastion correct? It seems as I had turned one of the teleported to activate instead of Enable so that's on me. It is quite an interesting map that forms a good view on how the later operations will work. It was an earlier dungeon so I must've skipped over it in my revision. I'll be completely honest too, I always go the DawnWeavers path. But both pathes lead to good stories and mechanics that will be shown later in the saga and in other saga's.
I will do another hotfix patch now, since I believe the entire Emberpact part was bugged because of that. Appreciate the feedback and I hope you're willing to give this mod a try all the way through! The next 3 are coming soon!
Main Quest Update: Progression has been expanded, players can now continue the main storyline.
Teleporter Fixes: Teleporter issues should now be resolved. If you find yourself stuck, you may need to rethink your approach to the puzzle.
Dungeon Adjustments: Minor balance and layout changes have been made across multiple dungeons.
Bug Reporting: If you encounter any further bugs, please list the dungeon where the issue occurred.
New Content: The 2nd Fragment now drops!
Thank you for playing and sharing feedback, it helps polish the adventure for everyone.
On an off chance that you were in one of the locations that may be a Crypt or Tomb, you may need to look closer for 'hidden floor plates', tried to make them blend in so they aren't as easy to see.
First thing I did today was fix the 2nd Fragment, although, if you do see the description on the monster, it says "it looks like he ate it". Doesn't mean you shouldn't be able to obtain it though, so apologies on that end as that will cause the mainquest to break.
Interesting, sorry for making you go through a soft-lock twice. I'll look into the 2nd boss not dropping the 2nd Fragment, probably an error on my end. The campaign is so large that here and there I did forget a few things but overall tried to keep it together.
Appreciate the feedback, this week I will do a hard patch on the campaign, been working on the next 3 also, so my time has been consumed in a few ways but will stop the other saga's until this one is actually beatable.
I am looking for feedback on the first campaign for anyone who has played.
You should start with a new party but can be played at any level.
The other sagas you will HAVE to start with a max level party. I suggest playing around with your team, and or starting level 2 if you’re new to Solasta/DND games.
Campaign Complete - The entire story arc is now fully playable from start to finish.
Maps Finished - All maps are operational. Some later maps are still bare bones in decoration and atmosphere but fully functional for game play progression.
Monster Balancing - Every monster has been adjusted for difficulty scaling and encounter pacing.
Early dungeons now include more loot opportunities to support party progression.
Later dungeons remain more sparse to preserve challenge balance and ensure players cannot over-gear before the final encounters.
Strategic loot drops still exist throughout the late game.
Bug Fixes and Quality of Life
Corrected numerous teleport issues.
Fixed various event triggers and map errors to ensure smoother progression.
⚔️ Status: Campaign is complete and fully playable from beginning to end.
🎨 Note: Some maps remain minimal in detail, which will be polished in future updates.
Adventurers,
Update 2 is live! This is a huge patch focused on quality-of-life improvements, bug fixes, and polishing the experience as we move closer to the saga’s final chapters.
Highlights:
Twin Graves is now accessible! Those sharp (or witty) enough may discover the path…
Fixed monster AC values across the board for a more balanced challenge.
Added more looting opportunities to reward thorough exploration.
Numerous text and encounter fixes to clean up rough edges.
Ending content is being finalized – completion is only hours away!
This update clears out a lot of lingering issues while opening up new pathways for the daring. Thank you all for your patience and feedback – you’ve helped shape this saga into something truly special.
Keep your eyes open. The end approaches. 🌌
early lvl friendly i totally get. that makes sense. being a hardcore player i wanna know 1 or 2 misses could mean a TPK (current IRL campaign our DM is running 3x the XP limit for deadly encounters)
It’s meant so you have to walk through it. An unavoidable trap that hinders your party/and or just one character if done correctly.
Also the beginning is early level friendly. Once you get into the later dungeons, you will find there aren’t as many single mobs vs groups of enemies.
The reasoning behind only 1 starting initiative in the spider caves specifically is because there’s little to no light. I won’t spoil too much but this does get better/worse dungeon to dungeon lighting wise. I figure that has something to do with the encounter issues.
It’s also a chance to take a more “stealthy” approach and not triggered huge battles that you can’t handle low level.
even with 4 hostile targets on the screen only 1 is in initiative.
Find 'Echo's of the Shattered Star' under the 'custom-campaign-chat'.
You only get 1 prize also, you can't choose multiple.
Anyone who does complete the challenge will go into the "Hall of Legends"... I'll be keeping a running list of players who cleared it under the challenge rules (no Rogue).
If you manage to beat my campaign without a Rogue, consider yourself a skilled dungeon runner.
Your prize will be up to you, and you will choose one of the following optional rewards:
(You do not HAVE to claim your prize, just a bonus incentive).
- Early access to next saga, can be solo or I can do multiplayer session for testing if I am available and we work out a time. (helps me).
- Feature in a campaign as a character with either custom dialogue or combat option. (1 character in 1 scene).
- Lore Keeper’s Mark, if you beat the challenge, winners get a custom entry in the in-game lore codex or a tombstone/monument referencing their run.
- Starbound Chronicle Mention, your name immortalized in the "Chronicle of Heroes" (an in-universe books/scrolls you can actually read in-game).
- Unique Artifact Name; you get to name a weapon, relic, or fragment that will appear in a future saga.
4 party, idk if 5-6 works but feel free to try and give me feedback if possible.
This entire series is going to be free to play friendly, meaning you don't need ANY DLCS, or mods.
(of course let me know if you run into any issues as I may be incorrect and haven't had much for testing from other sides.)
The first saga in the series is INCOMPLETE as of now, finishing up the final maps and the general bias ideas for the other factions.