Solasta: Crown of the Magister

Solasta: Crown of the Magister

The Red Crow (6-Man Party Version)
112 Comments
Artyoan  [author] May 28 @ 12:08pm 
I just checked and you're right about the vendor, I'll add a Vital Protections vendor to the starting area. I think I had armor on the basic merchandise vendor at some point and then took it off to make a separate vendor.

UB related weapons I can't add without making it actually require UB to function at all. Some people use this as a 4 man challenge run without UB. Though I could add them at some point and just suggest downloading the old version off of Mod.io. If you have some dungeon maker know-how, you could also import select custom weapons from Grave Rush and place them somewhere too.

The only campaign I could see myself adding much to is Grave Rush but even that is unlikely. Without new toys coming to the dungeon maker, burn out got too severe. Hoping they can manage one in Solasta 2.
Oltex May 28 @ 11:41am 
Just finished this...again...and you are still (to me) the gold standard for player content. Love all your modules. Couple of comments.
- Lack of armor vendors in the first two areas. I dont recall seeing any basic armor for sale.
- Lack of custom Polearm/Hand Crossbows. I know you added them to other modules but didnt see any in this one. Ended the game at L18 with the basic stuff i could craft from UB added recipes.
- WHATS NEXT?!? :)
Artyoan  [author] May 12 @ 2:47pm 
Thanks Jajor K. You can access some locked off areas within the spire from the outside external ward area. There are some hidden crawl spaces to look out for on both the east and west side out there, which then lead back down.

As for Maeryn, unlikely unless Solasta 2 has a dungeon maker and the ability to make NPC's for it. In that case, highly likely.
Jajor K May 12 @ 2:41pm 
Thanks for the campaigns Artyoan, quite fun and loved the custom weapons. Any clue on how to get into the locked area off of the library in the Rimefall Spire? Will there be more tot eh story of Maeryn?
Artyoan  [author] Apr 7 @ 3:23pm 
Thanks Executor. The new stuff from Palace of Ice helped out a lot. Those new monsters and world travel especially.
Executor888 Apr 7 @ 2:57pm 
This was a fun adventure. I think I liked it the best out of the trilogy of campaigns. I enjoyed the higher level gameplay as well as the use of newer enemies. Well done!
Artyoan  [author] Mar 2 @ 6:22am 
@geolas, there is an interactable sarcophagus in Bhorn's tomb, west side of the area where you got the ceremonial sword from . He will also simply leave if you talk with Gunthik after completing the area.
geolas Mar 2 @ 5:06am 
where do i need to bring ivor to? i already ran trough the entire crossing map and the underground areas with him in tow
Captain Miller Feb 22 @ 6:24am 
Hi Artyoan
Yup, some of the fights we had to play several times, but with the right tactics, we made it through them...positioning was key :-)

We will look forward to playing Grave Rush when its finished and if you find the motivation to make another one before Solasta 2 releases, we will take that one as well ;-)
Artyoan  [author] Feb 21 @ 3:23pm 
Thanks Captain Miller. Those are quite the settings. I'd have to agree that 'challenging fights' is an understatement there.

For now I intend to add enough levels for Grave Rush to reach level 20 but then that is likely the end of my Solasta 1 dungeon making. Hopefully Solasta 2 has a dungeon maker at some point as the demo was excellent. If that allows for user made content then I'm sure I'll make some full campaigns there too.
Captain Miller Feb 21 @ 2:49pm 
Hi Artyoan. Me and my friend just finished your excellent campaign and we had a lot of fun: We played on very difficult settings with enemies at 125% damage, 250% health and +4 to hit. That gave some challenging fights, to say the least. We really appreciate you making these campaigns and we especially enjoyed this one with a great plot and all the new magical items. Thank you for doing it and please make more :-)
Artyoan  [author] Feb 20 @ 6:46pm 
Good to hear. Shouldn't have any more issues loading a save from the campaign locations. The issue with random battlegrounds would have been something I reported to Tactical Adventures but by the time I knew about it, they had already delivered the final patch and moved on.

No idea if it is just a limitation of the game or an actual bug.
lord_tsarkon Feb 20 @ 6:24pm 
Thanks for the Tip!! We forgot about the disable random encounters. We actually loved the random encounters... we laughed at "Ogres and Friends" encounter. But alas we Desync ALOT in combat (especially 6 man + your combat encounters) so we save alot. Looks like we will continue (Host reloaded the save single player, killed the Ogres and made it to the first city and tested the save and it works in multiplayer.
Artyoan  [author] Feb 19 @ 7:12pm 
@lord_tsarkon, loading a save from the world map doesn't check for a new campaign version either, its definitely weird how they implemented it.

Should be able to load the save in single player though, could then just Cheat Menu - Kill All the encounter, travel to the next location and then save. Then load in multiplayer. If the Cheat Menu isn't active then there is somewhere in UB to enable it.

If you're desyncing that often then you can disable random encounters on the world map too. Those don't give a lot of experience and aren't central to the campaign. Should be in Settings > Game > Story and a check for random encounters.
lord_tsarkon Feb 19 @ 6:58pm 
https://www.reddit.com/r/CrownOfTheMagister/comments/1itn8xs/ub_mod_multiplayer_saves_not_working_can_only/

We have the Save bug where in random overworld battles if we desync we cannot reload the save (steam saves enabled or disabled doesnt matter). Thus we had to stop playing after getting to level 4 since we have to reload quite often. Too bad since it seemed like a great campaign
Artyoan  [author] Dec 10, 2024 @ 7:52pm 
@leeotis77, the exit should trigger when every enemy is dead. If you have a save before the encounter, you can enable the Cheat Menu in Solasta's in-game settings under GUI > UB and then cheat kill the encounter. Should open the exit.
leeotis77 Dec 10, 2024 @ 5:01pm 
so i just finished killing the possessor for the 4th time and have to return to see balaghzar but there is no exit in the building to leave from
Artyoan  [author] Oct 12, 2024 @ 6:39pm 
@shogun00blade, they aren't direct sequels necessarily. Each party created for each campaign is different but the campaigns are connected by certain events and recurring characters.
shogun00blade Oct 12, 2024 @ 6:16pm 
how can they be sequels when they all start at first level? or are they a continuation and not all start at 1st level?
pp1497 Sep 27, 2024 @ 9:22am 
I mostyl play on scavenger. This time I aam in for a pain.
Artyoan  [author] Sep 27, 2024 @ 5:43am 
Cataclysm will definitely be very strict about what the player can get away with. More power to anyone that wants that challenge but it's not for me. :dos2dagger:
pp1497 Sep 27, 2024 @ 3:06am 
Last fight before meeting ghost after opening first locked doors in red chamber just destroyed me. I am playing on cataclysm but every enemy deals so much damage that one crit from skeleton archer dealt 80 damage otherwise you can survive maybe 2 hits with 18 con. Every combat turns into no hit run or die now. Not that I am complaining.
Artyoan  [author] Jul 9, 2024 @ 6:33am 
@sheva_75, the ominous door will be eventually unlocked later in the campaign. Talking with Penelo (and fulfilling her request) is required to get a key for the northeast part of the catacombs to progress the main quest with Gunthik. Or are you somewhere else in the campaign?
sheva_75 Jul 9, 2024 @ 2:41am 
oh but there is another door that is not the tomb quest...
sheva_75 Jul 9, 2024 @ 2:04am 
oh well i guess go to the town and look around can solve things :steamthis:
sheva_75 Jul 9, 2024 @ 1:56am 
The problem is there is a door there that cant be openend? Or i missed something :)
Artyoan  [author] Jun 25, 2024 @ 8:15pm 
@Culliganator, there is a locked ominous door on the west side of the red crow catacombs that has an interact-able table next to it. That will get you the research notes which will then allow you to advance when you complete that quest.
Culliganator Jun 25, 2024 @ 7:22pm 
I've cleared both the Red Crow Catacombs and the Crystal Cave. I have the spectral wolf now but no ceremonial sword or research notes. I've searched everywhere but can't advance the story.
Mad Raccoon Jun 14, 2024 @ 6:46am 
Thanks, I'll try!
Artyoan  [author] Jun 14, 2024 @ 6:27am 
@Mad Raccoon, the latest version of Unfinished Business (v.14) has serious issues when concentration checks are made. The author has told people to revert to the previous version for now, until he can get a fix for it. On github you can download any previous version and just install that.
Mad Raccoon Jun 13, 2024 @ 11:02pm 
Fighting the glabrezu in the sewers and every time it takes any damage or it's turn arrives, the game goes to that hang state where animations play but the turns don't resolve.
Artyoan  [author] Jun 8, 2024 @ 7:33am 
Thanks The Counter Guardian. Glad you're enjoying it. I don't have any documentation though, just a list of item drop locations and custom weapon parameters. The json file can be accessed on mod.io to look at any of the campaign 'code' if anyone wants to as well.
The Counter Guardian Jun 8, 2024 @ 6:32am 
Hey, I've been playing the campaing and loving it so far.
Any chance you have some sort of documentation for it in order to run it pen and paper?
Artyoan  [author] Mar 17, 2024 @ 6:42pm 
Excellent. :steamthumbsup:
Bthur Mar 17, 2024 @ 4:54pm 
Confirmed issue is resolved. Thanks!
Artyoan  [author] Mar 16, 2024 @ 10:33am 
I issued a patch that you can update to. You should be able to just load into the cave, then back into the snowy nook and the exit should open up. If that doesn't work, you might try a save just before talking to Skarsgard.

The actual problem is that I had two variable activators firing off at the same time. One to close the exit and another to open it, which is obviously not good. I made an activator repeatable which should do a check when you load the area again. I also changed when another variable occurs so that the other closing activator should no longer be valid.
Artyoan  [author] Mar 16, 2024 @ 10:26am 
@Bthur, I've started looking into it now. This was a bug that I fixed in the four man but appears I didn't fix in the six man version for some reason. Should have a fix for it within an hour. Just gotta check things over and make sure I'm getting the 'code' the same as the quest is somewhat complex with multiple endings.
Bthur Mar 16, 2024 @ 10:05am 
I started the campaign on 1.0.3 and swapped to 1.0.4 part way through. Not sure if that impacts things.
Artyoan  [author] Mar 16, 2024 @ 6:36am 
@Bthur, thought I had that fixed. I'll look into it later today.
Bthur Mar 15, 2024 @ 11:02pm 
Ran into a bug in the Snowy Nook. Failed the persuasion check, went in and killed the dragon, fought the merc band, went back out of the cave and two named people were still there. Fought them again after going through the same conversation, then hit a hard stop where I can't go back to the world map as the click to go through is missing.
Artyoan  [author] Mar 11, 2024 @ 6:24am 
Thanks Hordo. This is likely the last full campaign I'll make. But I do want to make a smaller one, possibly later this year.
Hordo Mar 11, 2024 @ 6:05am 
I have played lots of the custom campaigns and this is the best so far. Looking forward to the next one!
Artyoan  [author] Mar 1, 2024 @ 1:33pm 
@FireFurFox, it looks like the UB team is aware of a problem with the translation method and should have a fix on the next update. There is a DLL you can download on the solasta discord in the Unfinished Business channel and that you can test and see if it works.
FireFurFox Mar 1, 2024 @ 12:28pm 
I restarted my save several times, still resulting in the bug. So, a quick look in the editor is bingo the knowledge logic of the outpost node was not translated. So if other people have this type of problem it comes from incomplete translation of UB. For my part, I saved my modification but my save does not seem to take into account the new .json. Is there a campaign cache hidden in Steam?
Artyoan  [author] Feb 27, 2024 @ 2:32pm 
@FireFurFox, it shouldn't matter what order you do those dialogues. The appearance of the outpost should occur the moment you gain the 'Go Forth, to the Wind' quest, which should pop up after all three dialogues.

I can't say that the translation does cause issues for sure, but I did have someone who translated Morrows Deep to Chinese and they did have a handful of quest objectives that didn't work. It may be that the translation is changing the name of certain variables which then causes them to no longer be in alignment with the same variable elsewhere.
FireFurFox Feb 27, 2024 @ 12:55pm 
Ah it started so well but I also encountered the bug of the baron's discussion which does not trigger the appearance of the outpost on the map. So 2 questions, is there an order to follow for the 3 dialogues triggers? (penelo, inn, baron)...
2nd point, I translated the campaign via UB into French, perhaps a consequence?
Don't lose courage.:steamthumbsup:
duerthuer Feb 18, 2024 @ 10:16pm 
Ah ok got it.
Artyoan  [author] Feb 18, 2024 @ 9:04pm 
@duerthuer, random encounters will work until you reach level 5. Due to a base game bug, custom random encounters always behave as if they are CR1 which causes them to flee in terror at the player being level 5.

I can choose default random encounters that occur from the official campaigns but those would be far too easy for six man parties.
duerthuer Feb 18, 2024 @ 8:58pm 
So there are random encounters but they aren't firing due to a base game bug?
Artyoan  [author] Feb 12, 2024 @ 2:10pm 
Thanks [KoH] Nic-Nac. Glad you're enjoying it and good to hear! It takes more than half the campaign but eventually it gets more directly intertwined with the previous two campaigns. :steamthumbsup: