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At the time I wrote this campaign, there was no way to set conditions across levels or to have key items trigger dialogue changes.
Croesus should spawn on map load IIRC. He might have been broken by the recent (and final) Solasta update. :(
Interesting find in my last playthrough was Croesus himself didn't spawn in the fight in his treasury, rather odd.
We arrived in 2 a bit overleveled (20) by the end, but it was still quite a challenge! Thanks for creating the campaign - so far it's the best in the Workshop!
I'm quite sure you took quite a break from it after creating it, but I can only wonder what you could create with 20 full player levels (sadly the IA is sometimes a bit dumb - even high level clerics kept spamming those tiny little sparks - barely a challenge. Solasta's fault!)
As for Fort Ludious and its legendary stash of gold , there's a somewhat hidden spot in the Big Room DL7 that you will need to find to get in. It does not require successful detection rolls or anything, just thorough exploration.
Here is a map of all the map connections in Vel Ode to Yendor. Spoilers! https://steamcommunity.com/sharedfiles/filedetails/?id=2995387936
So instead I found several other places I went missing. Yet...I was looking for a place called "Big Cave 6" or something since I wanted to go say hello to a certain castle and open space fight that was WAY too hard when I found it.
I completely got lost. I can get back to the Oracle but then, I'm clueless. Did some portal disappear or am I just lost?
Most of my campaigns I put alternate ways of getting past locked areas but the key quest items in Yendor are unique. I wish I could mark them no-drop!
I did already have a play around in the dungeon maker and added a chest with the item in it, but it doesnt show up in the game for me.
https://steamcommunity.com/sharedfiles/filedetails/?id=2988765740
I have no idea where it went, 100% sure I didn't sell it and its not on any of my characters. Have you seen this happen before and is there a way to get it back that you know of?
I... don't know? They just work. I can skip puzzles with buttons by evoking small elementals, but the way you set up those triggers was quite unique! ;)
Hopefully Quest Level 10 doesn't have something similar - I peeked shortly and saw more activators. I didn't want to spoil myself the campaign tho!
I can't wait to test the new patched campaign and see if we can complete it! <3
Added a workaround in the first Quest level (DL9) for 2 player parties (rather than the usual 4 player) in order to activate the gargoyle statues and open the secret entrance. The normal solution is to have each party member stand before each of the 4 statues, which will activate them, start combat and open the entrance on the north side of the map. You can now alternatively go to the far northwest corner of the map, hit a button, that will activate the statues and open the exit. This is possible with only a single PC or 2 player party.
BTW how do you use the normal exits that require 4 PCs if you have only 2 characters in your party? The game was designed and hard coded for 4 party members which is why a lot of things break if you do 2 or 6.
And it's just for a minor puzzle. Any chance to make the teleport to Quest DL10 available to parties of <4 players? I can edit the map but only official updates update the map baked in the savegames.
I'd hate to restart the whole campaign, I had no idea it had such strong, game-breaking requirement for having 4 players :(
Pretty please? :(
The cottage has no doors. I tried to position each player and minor elementals in front of each cherub but - that's not enough? any help is welcome, we're stuck in that cottage T_T
I think they found the fort! ;)
The Bell of Opening is acquired through the Quest that starts on DL9 and goes to DL10. Talk to an NPC on DL9 to start the quest and open the door to DL10. You must defeat the guardian there to acquire the bell from a chest on DL10.
There are clues sprinkled throughout higher levels of the dungeon, including quite a lot of detail from NPCs Smedley and the Oracle.
Thank you for this.
have it times in mod.io uploaded translated into German
All that said, we did thoroughly enjoy the campaign!