Solasta: Crown of the Magister

Solasta: Crown of the Magister

Echoes of the Shattered Star
57 条留言
SmackMore  [作者] 12 月 3 日 下午 10:26 
Interesting, I was under the impression it would take more work than that, from what I was reading, but information is key.

Update is dropped with version change!
Ossie1972 12 月 3 日 下午 2:16 
Should do. As far as I understand, it's the different version number which tells the game that the "live" version of the file has changed, which prompts the game to ask which version you want to use.

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
SmackMore  [作者] 12 月 3 日 上午 9:52 
Thank you @Ossie, I will fix later today when I have a chance.

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?
Ossie1972 12 月 2 日 下午 11:34 
@SmackMore FYI, you have to change the version # with an update, or the game doesn't know it's a new file, and won't check. That's why @charles_watkins isn't seeing any fixes
SmackMore  [作者] 12 月 1 日 下午 12:34 
Are you running the latest update?(Via starting a new game)

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!
DiceWrangler 12 月 1 日 上午 10:15 
I want to keep playing this campaign -- for the story -- but these three things are dampening my fun:

* 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!
SmackMore  [作者] 11 月 30 日 上午 1:29 
Teleporter should be fixed, as well as a few others that I had honestly thought were completely fixed. I apologize for the inconvenience again
charles_watkins 11 月 29 日 上午 7:23 
That's disappointing. I suppose I'll restart someday, but that's it for now. Hope you've fixed that teleport by then.
SmackMore  [作者] 11 月 26 日 上午 11:23 
Official response:

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.
SmackMore  [作者] 11 月 26 日 上午 10:27 
"After an update, shouldn't I get a message asking to load from disk or file? Didn't get that."

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
charles_watkins 11 月 26 日 上午 7:37 
Page shows [Updated] but load does not reflect that. Same bug as before.
charles_watkins 11 月 24 日 上午 5:29 
After an update, shouldn't I get a message asking to load from disk or file? Didn't get that.
SmackMore  [作者] 11 月 22 日 下午 5:06 
Fingers crossed that I didn't break anything while trying to update it, which I don't think I did, but the encounter issue should be fixed on intended maps, as well as difficulty increasing for the campaign, as its meant to be difficult.

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!
SmackMore  [作者] 11 月 20 日 下午 10:50 
Don't want to spoil too much, but you may see the same 'type' of spider, based on the look, but there's several in the campaign with different stats.

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.
charles_watkins 11 月 20 日 上午 11:32 
Glad to help with this very promising campaign and looking forward to continuing once the fix is done.

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.
SmackMore  [作者] 11 月 20 日 上午 12:31 
I'll drop a small hotfix this weekend so people can progress and maybe pick the mod back up again, went through a lot and trying to fix the encounters being so repetitive. Got a little bit done today, but nothing Im going to publish until Saturday/Sunday.
SmackMore  [作者] 11 月 20 日 上午 12:10 
Already found the issue with that, I forgot to Toggle some of the enables, which is my fault, but to be fair there's a crap ton of them on the map/the entire campaign as a whole and I solo dev'd it all.

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.
SmackMore  [作者] 11 月 19 日 下午 11:34 
"charles_watkins 11 hours ago
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.
charles_watkins 11 月 19 日 上午 11:47 
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.
SmackMore  [作者] 11 月 7 日 下午 7:23 
More information is to come for those, as the story is lining up for the 5th installment, which I've planned to do by Easter I believe, which is combine all the stories back into the loop, so people can and will start with the parties they used before/and or it will require a special change where you must use a character from one of the other 2 saga's(Has special item or requirement met for the 5th installment), still sort of planning that one out still but good news is the other 3 stories are done and have to just make the maps at this point, while filling in some lore blanks.
SmackMore  [作者] 11 月 7 日 下午 7:23 
"@Smackmore thanks, continuing to love your work. In advance, are the planned extension campaigns after the main campaign able to be played from a save at the final choice, or do you need to save earlier?"

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!
Ossie1972 11 月 4 日 下午 8:31 
@Smackmore thanks, continuing to love your work. In advance, are the planned extension campaigns after the main campaign able to be played from a save at the final choice, or do you need to save earlier?
SmackMore  [作者] 11 月 2 日 下午 10:47 
"it really would be nice upgrade if we can get the combats grouped. it is way to easy just picking off one foe at a time. the treasure seems a little skewed. lots of very very powerful weapons and armor but not much else. the +3 platemail at low level is a bit overkill. especially since the combat was so easy. my druid hid in the back and used CALL LIGHTNING to wipe the whole silent choir out without even engaging in melee."

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!
rustythorn 10 月 31 日 上午 11:12 
it really would be nice upgrade if we can get the combats grouped. it is way to easy just picking off one foe at a time. the treasure seems a little skewed. lots of very very powerful weapons and armor but not much else. the +3 platemail at low level is a bit overkill. especially since the combat was so easy. my druid hid in the back and used CALL LIGHTNING to wipe the whole silent choir out without even engaging in melee.
rustythorn 10 月 29 日 上午 9:48 
so are any of the combats grouped? with the wolfs and the spiders it kinda makes sense but if i was a bandit and the bandit next to me started getting arrows shot at them i wouldn't just stand like everything was fine
Ossie1972 10 月 25 日 下午 3:57 
@Snackmore thanks. You've consistently demonstrated to be a very responsive and receptive creator, so thanks for your efforts regardless. Of course we all want instant fixes but this is a passion project, entirely done in your spare time, so never feel that you have to apologise for not doing everything the players want, and instantly. You don't owe us anything.

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
SmackMore  [作者] 10 月 25 日 上午 12:09 
"Ossie1972 Oct 23 @ 7:39pm " If you do want to hold off until I can put more time into the project(will be soon) I will have this updated again and promise that it will be fully functional and we won't be running into the same issues seen in the feedback.

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!

:steamhappy:
SmackMore  [作者] 10 月 25 日 上午 12:07 
I will be updating it during the Winter Break, or before hand, I noticed this a lot too while I was playing/testing.
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.
SmackMore  [作者] 10 月 25 日 上午 12:07 
"The way fights are structured and the line of sight of enemies are very poorly thought:
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."
Ossie1972 10 月 23 日 下午 6:39 
@Firfurz I've seen this before in Lair of the Twin Dragons - it's related to the enemy "threat range" and line of sight. I agree it's annoying but can be easily fixed. The creator seems very responsive & keen to respond to feedback, so hopefully can be addressed. I was actually going to start this tomorrow but I might wait until these things can be ironed out
Firfurz 10 月 22 日 下午 7:08 
The way fights are structured and the line of sight of enemies are very poorly thought:
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.
SmackMore  [作者] 10 月 3 日 上午 2:10 
"Still don't really understand, but is the intention for the "main" campaign to be full lvl 1-16, & the "branches" to be continuations from the various end points?"

Exactly, depending on the ending you go for, there will be a continuation of the story.
Ossie1972 9 月 28 日 上午 4:12 
Still don't really understand, but is the intention for the "main" campaign to be full lvl 1-16, & the "branches" to be continuations from the various end points?
Urbanoutdoorsman 9 月 22 日 上午 8:26 
Thanks for taking a look. I plan on seeing the mod through till the end.
SmackMore  [作者] 9 月 22 日 上午 1:08 
"I just finished fighting the Third Fragment Spider. I have the first and third fragments, but I am stuck in the teleporter room probably due to the second fragment not dropping since I started the game before the latest fix."

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!
Urbanoutdoorsman 9 月 21 日 下午 12:57 
I just finished fighting the Third Fragment Spider. I have the first and third fragments, but I am stuck in the teleporter room probably due to the second fragment not dropping since I started the game before the latest fix.
SmackMore  [作者] 9 月 19 日 下午 3:09 
EOTSS Update V.4

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.
SmackMore  [作者] 9 月 17 日 下午 12:36 
-- Do Note this: There are multiple places you can be soft locked/where your run will end in devious ways. Please report any bugs, errors, or 'soft locks'. --
SmackMore  [作者] 9 月 17 日 下午 12:36 
Kimmokullervo, if you're able to remember, or load up your saves, where does your game get locked at? Each dungeon should have a title name to it, for more reference. Would be appreciated so I know more so where to look in depth, going through it the next 2 days and going to be dropping the next hot fix. Will take your suggestion on enemies being too easy and target practice. I will say, after Act 2, which is where it sounds like you're getting locked, the encounters and monsters become a lot more difficult.

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.
SmackMore  [作者] 9 月 14 日 上午 1:15 
"Some feedback. Spider cave difficulty ok, after that enemies are just target practice (cultists, feys etc). Use more grouping and stronger enemies (this is 4-men cata difficulty with UB classes). After soft lock (orc / cultists) both of my runs have ended later when teleport is not working. It might have something to to do that Fragment #2 undead did not drop anything. I had fragments #1 and #3 at that moment but not that. Cannot continue runs."

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.
Kimmokullervo 9 月 12 日 上午 3:28 
Some feedback. Spider cave difficulty ok, after that enemies are just target practice (cultists, feys etc). Use more grouping and stronger enemies (this is 4-men cata difficulty with UB classes). After soft lock (orc / cultists) both of my runs have ended later when teleport is not working. It might have something to to do that Fragment #2 undead did not drop anything. I had fragments #1 and #3 at that moment but not that. Cannot continue runs.
SmackMore  [作者] 9 月 9 日 下午 8:26 
Expect another update soon, either this week or the next week for additional time for responses.


I am looking for feedback on the first campaign for anyone who has played.
SmackMore  [作者] 9 月 9 日 上午 1:37 
“ Whats the start and finish levels? “
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.
taleml 9 月 8 日 下午 2:48 
Whats the start and finish levels?
SmackMore  [作者] 9 月 3 日 下午 12:05 
📜 Update Log - Full Campaign Release

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.
SmackMore  [作者] 8 月 26 日 上午 1:16 
Echoes of the Shattered Star – Update 2: Quality of Life & Major Fixes

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. 🌌
440Stainless 8 月 20 日 下午 9:13 
the trap is over a treasure. you cant walk through it. the floor ones totally i get as unavoidable traps. but this particular one is a cocoon that is a treasure but you cant access the treasure or walk through an occupied space.

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)
SmackMore  [作者] 8 月 20 日 下午 3:14 
Another answer to “the trap is facing backwards so you can not access it to disarm it.”
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.
SmackMore  [作者] 8 月 20 日 下午 2:22 
Thought I had fixed all those, my fault if they aren’t.

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.
440Stainless 8 月 20 日 上午 12:54 
also a LOT of the fights are 1 enemy at a time. this is more of an annoyance than a challenge.

even with 4 hostile targets on the screen only 1 is in initiative.