Solasta: Crown of the Magister

Solasta: Crown of the Magister

Stormhold Arena
76 Comments
HiddenHax  [author] Apr 13 @ 4:39am 
Yes.... These teleporting enemies can indeed sometimes teleport out of the map. I tried various test with various placements and map tinkering where the chance for those things to happen would be minimal or none (as it should be with the "General" enemy archetype with crossbow that teleports once), but it looks like it can still happen with that specific ghost unfortunately. I'd recommend installing UB and at least enabling cheats to teleport party anywhere/kill all enemies in case these bothersome scenarios indeed happen. I honestly don't have the intention of tinkering with the module further and redesigning fights further as I've moved to other hobbies and projects.
fluffytrain Apr 6 @ 9:22am 
The 3rd fight at character level 11, the one with the 2 teleports to enter the arena... the Dread Wraith, with a legendary action, often teleports OUT of the map, to the closed area North. If that happens, the whole fight needs to be done again, because it will not teleport back in the arena.

For now I just stay in the middle of the map to keep it out of the teleport range of that closed area, but that brings another difficulty to the fight... given the mechanics of the layout, I recommend putting non-teleporting creatures in the arenas.
HiddenHax  [author] Mar 29 @ 5:31am 
If you happen to use UB, you can also try the 6M version of the module.

https://steamcommunity.com/sharedfiles/filedetails/?id=3413578584

It is completely remade encounter-wise and offers a ton of new enemy types, items, as well as extended campaign length (new maps), new final final boss and level cap 20.
HiddenHax  [author] Mar 29 @ 5:26am 
Only the 'escape' sequence has 1 static fight (the initial fight) and other two encounters have 2 variants only instead of 3. But there are two ways (you get one chosen for you at random) you can go through the castle, so 2 variant maps for these two fights before you escape. The rest is as described below.
HiddenHax  [author] Mar 29 @ 5:23am 
Yes.
In first part, there are three possible "arenas" for each fight and three possible encounters total for each fight, so 9 variants between arena and enemy encounter for every single fight.

Second part doesn't have variable maps, but there are still 3 enemy encounters in pool, of which you randomly get one picked. And this continues for each fight until the end of the module.

The very last fight also has 3 stages, of which there is one encounter picked from pool of 3 for each stage.
fluffytrain Mar 28 @ 5:06pm 
Waitaminute... are the fights different the second time around? For both acts???

If so... I might just replay this adventure a few more times after this second playthrough!!!
HiddenHax  [author] Mar 27 @ 5:44am 
I'm happy to hear it was still fun despite the unfortunate outcome at the very end.
Really difficult to find a fine balance point for level 16 parties when only a single encounter is involved and high level of power is attained...
fluffytrain Mar 26 @ 6:51pm 
I had a BLAST!

However, the final fight was just too much for my party... oh well!

Time to make another run with a different party then!
Mox Feb 1 @ 3:02pm 
You can also bind a button in the settings (In solasta/settings/key bindings) if u have UB installed, to teleport everyone to the same location
(˵•ᗜ•˵✿) Feb 1 @ 10:22am 
Thanks!
HiddenHax  [author] Feb 1 @ 10:03am 
The fix is very simple:
Pause time and issue the two members that wouldn't otherwise fit to get into the teleporter manually before anyone actually stepped on the teleporter (as you cannot issue command to get to an area that is occupied, but can do so before anyone is actually stepping on it).

I released the 6M version of this campaign if you are interested in checking it out.
(˵•ᗜ•˵✿) Feb 1 @ 10:00am 
Quick question, with Unfinished business, you can increase party limit to 6, I am having problem entering the teleport for the fight with 6 characters because not all would fit in the 4 player circle, any fix?
HiddenHax  [author] Feb 1 @ 7:08am 
Nice to know you solved it!

Some tips to get started making modules: start small with a couple of minor maps and encounters to get to know the DM gadgets most importantly, how they are used and such. SirMadness got nice beginner friendly videos, but I reckon one can also learn the DM on their own pace with a bit of time invested and patience. It took me something like a couple of weeks to "master" the DM and then would be able to do whatever I want (albeit there are some hard limitations that we cannot bypass, and must either find a workaround or abondon the idea of making it).

Generally goof around with gadgets and try various scenarios you can think of, and when you are feeling confident with mechanical knowledge of the editor, go for the bigger projects.
Mox Jan 31 @ 1:01pm 
I did! Got a new motherboard and ram. VRM went out burning memory channels and probably some of my RAM! Super thanks for the support. Id love to get into making my own modules, any tips to get started?
HiddenHax  [author] Jan 31 @ 12:04pm 
Glad to hear you are enjoying it, and fingers crossed you get it working!!
Mox Jan 31 @ 7:03am 
Works fine on another pc, but this is my streaming rig. Thanks for the tips! I got the same UMM version as well. gonna replay this over and over, cause I like scaring little mages into giving me their great sword :bcportalhi: Great Module!!!!
HiddenHax  [author] Jan 31 @ 4:52am 
Sorry to hear that the problem persists Garry...
If it is of any help, have you try reinstalling Unity Mod Manager? I'm using 0.27.10.0 version and there have been no issues so far...

Other things that might be unrelated, but still worth a shot, would be updating outdated drivers.
Mox Jan 30 @ 1:12pm 
Verified, Ran Chkdsk, windows memory test, checked eventlog when they crashed and why, trying to access a portion of memory it didnt have access to. IDK man. Reinstalling Solasta, then windows if that doesnt work... if that doesnt work Ill try Ubuntu. :steamthumbsup: This is a fun Mod and totally worth it.
HiddenHax  [author] Jan 30 @ 11:38am 
Might have something to do with corrupted files. Try verifying them on Steam.
Mox Jan 30 @ 11:36am 
Fun module but I cant finish it, It crashes everytime I leave stormhold. The load screen after exit always results in unity crash handler popping up.
HiddenHax  [author] Dec 19, 2024 @ 4:40am 
Thank you for playing!

Creatures with leaps do help a lot to make fights more dynamic in nature and promote tactics other than 'turtling up'.
shalinoth Dec 19, 2024 @ 4:08am 
Thank you for an intense adventure!

Just when I feel safe inside 3 layers of damaging walls... a giant or a dragon jumps in and scatters us all into our own barriers, HAHA.
taleml Oct 22, 2024 @ 11:58am 
Very nice. Mid level start to high is just my bread and butter. Dinged final level after last fight tho. happens in many modules...
HiddenHax  [author] Oct 7, 2024 @ 4:48am 
It was definitely an interesting challenge to make, and one that occupied almost a year of on and off development.
Enemy Skeleton Oct 4, 2024 @ 8:32am 
Great mod, amazing what you've managed to do with the resources the game provides!
HiddenHax  [author] Sep 26, 2024 @ 11:00am 
Thank you for playing lejes and good luck in the future adventures!
lejes Sep 25, 2024 @ 5:18pm 
I had a great time with this mod. Thank you, HiddenHax
HiddenHax  [author] Aug 18, 2024 @ 11:56am 
Update that fixes the troublesome spider is out. More changes in patch notes.
HiddenHax  [author] Aug 15, 2024 @ 4:40am 
But I'll try to prioritize this version first and release the fix+tweaks asap.
HiddenHax  [author] Aug 15, 2024 @ 4:39am 
Thank you for the screenshot provided!
It helped me realize this particular spider is entirely my fault as I spawned it under a prop... Sorry for the inconveniences that this issue caused for you and all other players.

Will definitely be fixed in the next release, but it might be a while as I plan to also tweak the stats of some enemies to be more challenging later on and reduce tedium of fighting certain enemies while also working on essentially forked version of this campaign.
JoeHOVA Aug 14, 2024 @ 11:51am 
Here is a link to the screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=3309135829

Obviously you can't actually see the spider, but I positioned each of my characters so that there were as far as they could be while still showing as being 2 tiles away, so I'm guessing it's somewhere just to the left of the sewer grate behind the wall.

I ran it again from the combat start autosave and noticed that I never saw the spider on the map at all, so I'm not sure if it tried teleporting away before combat initiated or just spawned in the wall.

Hope this helps! Love the campaign so far by the way! I am all about rogue-like style games and randomization, and I had no idea it was possible in Solasta outside of the travel encounters, so I was stoked to find your post.
HiddenHax  [author] Aug 14, 2024 @ 6:52am 
Hello.
Thank you for the report, although enemy teleportation seems to be a vanilla issue that was never resolved and can happen basically anywhere if a teleporting enemy is present. I had the same thing happen with Razan on another map where Razan literally teleported through solid wall and escaped the arena, but this never happened with Phase Spiders thus far, so I have no idea what exactly allows these enemies to teleport into otherwise inaccessible tiles. I know that Phase Spiders teleport to reach the party, but never to escape from the party in my experience, whereas Razan teleports to get away from party. Feel free to share the screenshot as I'm curious to see where the spider actually is.
I'm currently working on 6M version of this module, and will consider updating and possibly removing these enemies from the pool of spawns to remove the chances of possible annoyances happening after I'm done with 6M version.
JoeHOVA Aug 13, 2024 @ 5:07pm 
Just wanted to let you know I encountered a possibly progress preventing bug in dungeon 9AI of Part One. My party encountered the Giant Spiders and Twisted Phase Spiders, but after defeating all but one Twisted Phase Spider, I realized I couldn't see the last enemy anywhere, and each time it came to its turn, it would just skip to the next character in initiative. I was able to narrow down its physical location to somewhere within the floor of the northeast section of the map (I can provide a screenshot if needed). Luckily I had a save before entering the dungeon, and reloading that gave me a different encounter upon entering the dungeon, which resolved my issue, but I wanted to make sure you were aware of the bug.
charles_watkins Jul 22, 2024 @ 11:56am 
I have been playing co-op with a six character party and we have had no problems with the teleports. It takes timing to enter at the same time, but when you hit it, it works.
EricWisdom Jul 11, 2024 @ 12:03am 
First I am hearing of this! I keep thinking all of the content creators are active on Discord.
✯Franzie✯ Jun 16, 2024 @ 8:27am 
Yeah that method works. Thank you!
HiddenHax  [author] Jun 16, 2024 @ 4:49am 
It still works. You need to pause game and order all party members to get on the teleporter (this is because 6 members will not normally fit on a 4 man teleporter, but by pausing time and ordering the last two members to get on any tile of the teleporter, party members can overlap with other members and will properly teleport to the other side).
✯Franzie✯ Jun 15, 2024 @ 1:17pm 
aah okay, i have a 6 player party and it doesn't seem to work in that case.
HiddenHax  [author] Jun 15, 2024 @ 9:22am 
You need to step with all your party members on it. If any party member is not on it at the same time, you will not be teleported.
✯Franzie✯ Jun 15, 2024 @ 9:03am 
The big glowing orange circle on the ground? I can't seem to interact with that
HiddenHax  [author] Jun 15, 2024 @ 4:29am 
There are teleports you must go through that transport you from entrance area to the actual arena encounter. I believe I made them all glow to more easily be able to distinguish them from other props.
✯Franzie✯ Jun 11, 2024 @ 9:29am 
Playing through with the Unfinished Buisness Mod, i enter the arena but i'm stuck at the entrance and can't really seem to get out of the entrance area.
HiddenHax  [author] May 26, 2024 @ 3:35am 
Sounds like a vanilla AI teleportation bug. Sadly there is nothing I can do as creatures capable of teleportation can for some reason teleport through any obstacle even though they shouldn't be able to do so. The only thing that can be done when that happens is to Escape->Cheats->Kill All enemies. I made sure that no Phase Spiders ever have the key or any meaningful dropped loot so there shouldn't be any progression issues when/if that happens.
BENevolentDM May 25, 2024 @ 5:20pm 
Ran into an issue. During the fight with twisted phase spiders when the characters are level 9, one of the phase spiders phases out and never returns, meaning the fight is stuck without a way to finish it. Spoiler text
HiddenHax  [author] May 25, 2024 @ 10:50am 
Spreadsheet has been added on the bottom of description for those that wish to see all possible rewards.
HiddenHax  [author] May 24, 2024 @ 10:26am 
Actually coming to think of it, I might release loot spreadsheet for those that are interested in planning their builds over the coming days.
HiddenHax  [author] May 24, 2024 @ 10:24am 
Hello managerimankeli, glad to hear you enjoyed the run!
It was one of my main goals to make a module where most classes are evened out in terms of usefulness, and not constantly have full casters take all the glory for themselves. Warlocks and monks for example should be quite useful throughout the entirety of module, and there are a few special items to find that can enhance them further (+1 slot item for warlocks on an Insight merchant text and special wraps for monks on another Insight merchant .

Regarding skills, it is vanilla bug that Bardic Inspiration doesn't work on ability checks at all. You would need Unfinished Business mod to fix Bardic Inspiration and other vanilla-related bugs.
managerimankeli May 24, 2024 @ 1:36am 
Great module, played to (what I imagine is) the final fight in ironman mode and got killed, now playing again. I love how you utilize the resting system as its intended and thereby balance things out that are very wonky when full resting is constantly available, as it is in most modules. For example I feel warlocks are actually great in this module, whereas other full casters outshine them most of the time. Making skills actually matter is also great and makes skill based classes feel more valuable as well.

Related to skills, I wanna report a bug that bardic inspiration doesn't work when using skill checks with NPCs in the keep between arena battles. I'm not sure if this is fixable with the way they're done now (i.e. as interactable objects), or if it would require making those interactions into dialog trees.

Thanks for this awesome mod!
HiddenHax  [author] May 19, 2024 @ 3:48am 
You can take a party of level 7 or lower, and if you choose part 1 as starting point, you will automatically be leveled to 7th level with all party members. If you choose part 2, any party member lower than 13 will be automatically leveled to 13. (These are 2 different starting points of the same module intended for those who already completed the module and wish to go straight into high level action.)
With the creative decision to allow such imports, the DM prevents me from disallowing say level 9 parties from starting the first part which is intended for 7th level as starting point. This is basically left on 'honor mode' for players to either adhere to these rules or not, but by not adhering the experience will not be as balanced as originally intended.
Hauntofroullete May 17, 2024 @ 4:30pm 
In the description it says level 7 or 13th. Does that mean I pick one of those as a jumping off point, or any level in between 7 and 13?