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报告翻译问题






Update is dropped with version change!
Which may also mean, if you have never updated the version #, that everyone is still playing the first published version & hasn't experienced any of your patches or hotfixes - hence still mentioning encounter groups not working etc
Appreciate you clarifying this and will change the version # as soon as I can.
If I change the version # the update will automatically work for Charles save?
The monster issue should be fixed, please let me do know if there’s any more issues.
- As for the having to return to town to sell, that isn’t even a thing in this campaign as you’re never able to go back into previous dungeons unless it’s intended(some later dungeons), as for the loot part, I can try to spice it up a little bit, but honestly I feel as if there isn’t even a whole lot of loot options to begin with.
- The trap part gets better and worse over time, the Ruination trap, is also apart of the story and meant to be used as a warning sign for players.
Let me know if you have any other feedback and looking forward to your response!
* Oblivious monsters not joining a nearby battle making them easy prey for "assassinations" and, as a result, combat encounters are less challenging.
* Too much random, "junk" loot like mundane weapons, ammunition and food rations slowing down exploration due to the frequent need of returning to town to sell loot. ( I wish the "Scavengers" mechanic was available in player-created modules )
* Too many traps that are trivial and not deadly but annoying and just serve to slow down exploration.
Anyway, thanks for the module!
A full forced-update to make old saves compatible would take me many hours. Echos of the Shattered Star has over 50 maps, and each one has multiple node connections, quests, triggers, and transitions.
Updating them all in a way that works with existing saves would take an entire day or more of work.
Because of that, updates right now won’t fully apply to saves that have already visited those maps.
Starting a new game is currently the only way to see every improvement.
However, I do plan to do a full compatibility pass in the future when I have the time to rebuild the affected maps properly.
It just isn’t something I can do quickly without risking breaking the entire campaign.
I apologize for any inconvenience this may cause players. I really did try to make sure there wasn't many mistakes before posting.
I'm actually unsure on that part, from what I know, perhaps try to unsub from the mod and resub, it should give you the newest version.
As for your save file, I am hoping that it will convert over to the new update, I will have to look more into this. Appreciate the feedback
If you're having any issues with your current playthrough, let me know where you get stuck, everything should be enabled that is intended, some puzzles require you to step on multiple pieces before moving onto the next set, fair warning.
Hoping to get one of the next campaigns rolled out soon, if there's any issues with this current update, I will be dropping another update before New Years so having feedback will help me then!
Update should be out again by Saturday/Sunday, I already fixed the Emberpact Bastion and some of the earlier encounters.
As for the lighting, that is an interesting request, and I may have to look into that more.
Some of the later maps(Past Bastion), do have lighting mechanics, but never really thought about that as a whole. I'll take it into consideration while Im building the other stories though.
As to the issue of single encounters, I did get a bit sick of fighting the same spider. Maybe you could introduce variations to keep things interesting. My only other request is more lighting. That would make it easier to explore and would show off your lovely rendering of the environment.
To give you more context and a clue on how to progress once I get the update rolled out(going to try and relook over everything one more time),
But the specific location that you mention that is in the Ember Pact Bastion, look for plates on the floor that will work once the update roll out.
All good until I reach Ember Pact Bastion. After defeating the big spider and getting the 3rd shard, I went through the teleport and landed in a short corridor near the center of the map. This contained an open door that could not be closed and an unmarked teleport circle that does not function. I'm stuck."
Update will be coming out soon, don't want to promise by the end of the month but I am going to be fixing the campaign as much as possible over the next few weeks while I have the time.
Appreciate you even checking the mod out and I promise that it will be fixed soon! As well as the other parts of the storyline other than the main campaign.
I appreciate you guys telling me which maps are broken too, as I tried to give a little 'message' in chatbox that will tell you the location of your area.
Each campaign is going to be different in that aspect, only 1 campaign will you/should you use the same characters you did in the first story. The rest, are all player choice, you can use the players you made or start with a fresh crew, depending on how you want to tackle the next saga's!
Yes, it is a huge issue and I didn't notice how much units were spread, so again that's an error on me. Expect an update by the new year, winter is here for me so I will be inside a lot. Got the new stories coming out too and using feedback from this to make the other stories 'better'.
Thank you though and will be updating as soon as I have some decent time!
Personally I've played through more than a few bugged campaigns - one horribly so - and I just don't have it in me to be a beta tester for another right now. But once these initial things are ironed out, I'm very much looking forward to playing bc I can feel your enthusiasm for your story.
"Lair of the Twin Dragons" - also available here in the workshop - is another good example of enemies not engaging when they should, if you want to test/compare. It happens right from the start in the first few corridors, so easy to get to
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.