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KickStarter Solasta: Crown of the Magister Thread - now with Palace of Ice sequel DLC

Crispy

I feel... young!
Patron
Staff Member
Joined
Feb 16, 2008
Messages
1,877,258
Location
Future Wasteland
Strap Yourselves In
Oh shit I hope I kept my save games...
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
733
Gonna replay the main campaign just to refresh all the lore. I only remember war being the ending issue. No memory of the Kingdom of Gallivan.
 

Kedar

Educated
Joined
Apr 14, 2022
Messages
89
I haven't even gotten around to playing the original campaign, and here they are with a second meaty expansion. I'm looking forward to getting into Solasta eventually, but my RPG backlog is enormous, so it may be a while.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
733
Solasta does Icewind Dale? With the new races and expanding roster of classes, we need an official six character party option now!
Lots of people seem keen to adapt old modules to Solasta. Not my thing but I'd bet at least one person will be working on that within the first week of release. Maybe multiple people. A temple of elemental evil module is the second most subscribed module right now.

If they ever make an official six man party option it'll probably be DM only. They don't seem to want to revisit old official campaign's for any changes. They'd need more voice work too.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,498
Published a six man party version of The Forsaken Isle. Cuz why have only four when you can have six:
https://steamcommunity.com/sharedfiles/filedetails/?id=2942835978
https://mod.io/g/solasta/m/the-forsaken-isle-six-man-party-version

Made a lot of changes to accommodate this. Custom monsters went from 43 to 163. Lots of areas had layout and prop changes since there are way more enemies per encounter. The witch hut is entirely new, the old one was scrapped. Some battles were combined into one, some areas have new encounters. Only one extra custom weapon, didn't want to go overboard on item/economy changes, so not much of those. I had a lot of fun with it. More than the four man version. Wasn't sure how the difficulty would hold up but at least for me, it was better.
Module is very good so far, but i think some encounters might be overtuned at level 1, the first chest you find and trigger an ambush for exemple, as soon you click it enemies appears out of thin air. It should have been possible to detect them before moving steathily to the chest.They can easily wreck an optimized party, hard encounters are fair later after leveling but at level 1 its die and reload galore.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
733
Published a six man party version of The Forsaken Isle. Cuz why have only four when you can have six:
https://steamcommunity.com/sharedfiles/filedetails/?id=2942835978
https://mod.io/g/solasta/m/the-forsaken-isle-six-man-party-version

Made a lot of changes to accommodate this. Custom monsters went from 43 to 163. Lots of areas had layout and prop changes since there are way more enemies per encounter. The witch hut is entirely new, the old one was scrapped. Some battles were combined into one, some areas have new encounters. Only one extra custom weapon, didn't want to go overboard on item/economy changes, so not much of those. I had a lot of fun with it. More than the four man version. Wasn't sure how the difficulty would hold up but at least for me, it was better.
Module is very good so far, but i think some encounters might be overtuned at level 1, the first chest you find and trigger an ambush for exemple, as soon you click it enemies appears out of thin air. It should have been possible to detect them before moving steathily to the chest.They can easily wreck an optimized party, hard encounters are fair later after leveling but at level 1 its die and reload galore.
If I could make enemies hide in stealth I would do that. But I can't for now, and that fight could wreck level 1's in the original 4 man one too. As it is its far too easy to see any enemy behind a bush by pressing a button to show highlighted objects. You can catch the orcs out by maintaining stealth when you get to the treasure too. As long as you recognize you're being set up. For a level 1 its iffy but I don't think it crosses a line too far. If I get more complaints I might either lower the damage or push some of them back farther.

Edit: I should add that I chose to keep most fights true to how they originally were. But many of those early fights are how I made them when I was learning how the DM works. So as the game goes on I do the 'ambush out of thin air' shit less often but still occasionally. I also feel the need to have less mid-fight adds with six than with four man. Might change several of those in Morrows Deep.

Edit 2: What other ones are iffy for early fights? I lowered Orcling damage, ac, and health very slightly and removed one spawn from that encounter. Not patched yet tho.
 
Last edited:

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,498
Published a six man party version of The Forsaken Isle. Cuz why have only four when you can have six:
https://steamcommunity.com/sharedfiles/filedetails/?id=2942835978
https://mod.io/g/solasta/m/the-forsaken-isle-six-man-party-version

Made a lot of changes to accommodate this. Custom monsters went from 43 to 163. Lots of areas had layout and prop changes since there are way more enemies per encounter. The witch hut is entirely new, the old one was scrapped. Some battles were combined into one, some areas have new encounters. Only one extra custom weapon, didn't want to go overboard on item/economy changes, so not much of those. I had a lot of fun with it. More than the four man version. Wasn't sure how the difficulty would hold up but at least for me, it was better.
Module is very good so far, but i think some encounters might be overtuned at level 1, the first chest you find and trigger an ambush for exemple, as soon you click it enemies appears out of thin air. It should have been possible to detect them before moving steathily to the chest.They can easily wreck an optimized party, hard encounters are fair later after leveling but at level 1 its die and reload galore.
If I could make enemies hide in stealth I would do that. But I can't for now, and that fight could wreck level 1's in the original 4 man one too. As it is its far too easy to see any enemy behind a bush by pressing a button to show highlighted objects. You can catch the orcs out by maintaining stealth when you get to the treasure too. As long as you recognize you're being set up. For a level 1 its iffy but I don't think it crosses a line too far. If I get more complaints I might either lower the damage or push some of them back farther.

Edit: I should add that I chose to keep most fights true to how they originally were. But many of those early fights are how I made them when I was learning how the DM works. So as the game goes on I do the 'ambush out of thin air' shit less often but still occasionally. I also feel the need to have less mid-fight adds with six than with four man. Might change several of those in Morrows Deep.

Edit 2: What other ones are iffy for early fights? I lowered Orcling damage, ac, and health very slightly and removed one spawn from that encounter. Not patched yet tho.
So far everything else was doable at level 1 with a bit of strategy,i think the balance is fine, not sure my party is as optimized as it should , used 1 paladin 1 monk one dual wield ranger, 1 bladedancer wizard, 1 battle priest. So its melee heavy. At level 3 i encountered much trouble in the orc final fight. I see you can use the palisade to cheese more or less the fight, problem is the shaman cast lightning through cavern walls and thats devastating nothing you can do against that. Unless i had a dedicated counter character.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,022
Location
Frostfell
I know that people will think that I got replaced by someone else by saying it but I really wish that they had increased the party size instead of increasing the lv cap... Anyway, does this ice palace DLC will include new wiz subclass? And a underwater dungeon? That seems interesting. I don't see underwater levels since Eye of the Beholder 3;
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,553
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I know that people will think that I got replaced by someone else by saying it but I really wish that they had increased the party size instead of increasing the lv cap... Anyway, does this ice palace DLC will include new wiz subclass? And a underwater dungeon? That seems interesting. I don't see underwater levels since Eye of the Beholder 3;

Is it just so you can have 6 wizards instead of 4? And 4*16 = 64 caster levels, but 6*12 = 72 caster levels, so a bigger party = maximized casting?
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
733
Published a six man party version of The Forsaken Isle. Cuz why have only four when you can have six:
https://steamcommunity.com/sharedfiles/filedetails/?id=2942835978
https://mod.io/g/solasta/m/the-forsaken-isle-six-man-party-version

Made a lot of changes to accommodate this. Custom monsters went from 43 to 163. Lots of areas had layout and prop changes since there are way more enemies per encounter. The witch hut is entirely new, the old one was scrapped. Some battles were combined into one, some areas have new encounters. Only one extra custom weapon, didn't want to go overboard on item/economy changes, so not much of those. I had a lot of fun with it. More than the four man version. Wasn't sure how the difficulty would hold up but at least for me, it was better.
Module is very good so far, but i think some encounters might be overtuned at level 1, the first chest you find and trigger an ambush for exemple, as soon you click it enemies appears out of thin air. It should have been possible to detect them before moving steathily to the chest.They can easily wreck an optimized party, hard encounters are fair later after leveling but at level 1 its die and reload galore.
If I could make enemies hide in stealth I would do that. But I can't for now, and that fight could wreck level 1's in the original 4 man one too. As it is its far too easy to see any enemy behind a bush by pressing a button to show highlighted objects. You can catch the orcs out by maintaining stealth when you get to the treasure too. As long as you recognize you're being set up. For a level 1 its iffy but I don't think it crosses a line too far. If I get more complaints I might either lower the damage or push some of them back farther.

Edit: I should add that I chose to keep most fights true to how they originally were. But many of those early fights are how I made them when I was learning how the DM works. So as the game goes on I do the 'ambush out of thin air' shit less often but still occasionally. I also feel the need to have less mid-fight adds with six than with four man. Might change several of those in Morrows Deep.

Edit 2: What other ones are iffy for early fights? I lowered Orcling damage, ac, and health very slightly and removed one spawn from that encounter. Not patched yet tho.
So far everything else was doable at level 1 with a bit of strategy,i think the balance is fine, not sure my party is as optimized as it should , used 1 paladin 1 monk one dual wield ranger, 1 bladedancer wizard, 1 battle priest. So its melee heavy. At level 3 i encountered much trouble in the orc final fight. I see you can use the palisade to cheese more or less the fight, problem is the shaman cast lightning through cavern walls and thats devastating nothing you can do against that. Unless i had a dedicated counter character.
The shaman can be harassed at range and then he'll do little but heal. Also never casts lightning if he can't hit two or more so not lining up for him means he'll cast that weak ass acid arrow.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,022
Location
Frostfell
6 wizards instead of 4?

Nope. I only played with a pure wiz party once. My first time in this game was with wiz/cle/rog/pal. And suffered a bit cuz I made my rogue a manlet ie - slow moving speed/only 20 "squares"/turn instead of 30.

Is that 5e removed many iconic defenses and offensive abilities from monsters and hence, at high levels, things become too boring.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
733
I know that people will think that I got replaced by someone else by saying it but I really wish that they had increased the party size instead of increasing the lv cap... Anyway, does this ice palace DLC will include new wiz subclass? And a underwater dungeon? That seems interesting. I don't see underwater levels since Eye of the Beholder 3;
If you're on pc just use the Unfinished Business mod and you can have six party members as an option. It may not be officially supported but it works.
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,164
Nix, I'm just gonna warp my dudes to lvl 10 at chargen. Not like there's any extremely noteworthy loot to lug along.
looks like new dlcs raised lvl cap for original campaign, when I loaded save during endgame fight, all my dudes lvled up. Possibly you miss not just loot, but also lvls this way? Also certain added subclasses are strong.

nothing that cant be fixed with console i bet
 

Myzzrym

Tactical Adventures
Patron
Developer
Joined
Apr 12, 2019
Messages
168
Sign me up.

Still not a fan of how they paywalled certain races/classes though.
At this point half of the things that should've been included in the full release have been paywalled...
That's because we're 20 not 200 :(

We couldn't include everything in 1.0 simply because we don't have enough people and money. So we're doing it as we go, but doing so also takes time and money so we have to sell them as DLC. The other option would simply be to say "screw it Solasta is complete enough" and move to another project without adding more content, but we didn't really want to do that either.

Trust me, if we could have had everything from the start we would have done so - game would have been much better to start with, and DLCs could have been simply focused on making new campaigns. That'd been much easier for us.

Maybe, but I suspect the campaign may have some restriction in importing saves if your dudes are higher than lvl 10.
Nah you can import any save below level 12 and it should work. Characters below level 10 will start at level 10, but characters level 11 and 12 just get a small headstart.
 

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