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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.
- 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?!? :)
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.
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 ;-)
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.
No idea if it is just a limitation of the game or an actual bug.
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.
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
Any chance you have some sort of documentation for it in order to run it pen and paper?
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.
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.
2nd point, I translated the campaign via UB into French, perhaps a consequence?
Don't lose courage.
I can choose default random encounters that occur from the official campaigns but those would be far too easy for six man parties.