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

Grunker

RPG Codex Ghost
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I’m like 15 encounters in and I’m convinced. @Myzzrym would you just hire this guy to design every single encounter of PoI
Mortmal did you ever find a module that ties in to your notion of difficulty?

Isle isn't even that difficult, it plays totally fair on core rules. I'm not exactly playing cheesey builds here and so far I've reloaded 2/15 fights more than once. It's just that I couldn't disengage my brain during nearly any of those 15 fights.

If this is what unfair difficulty looks like to Mortmal, he's even more lost than I thought.
 

ERYFKRAD

Barbarian
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
If this is what unfair difficulty looks like to Mortmal, he's even more lost than I thought
Not difficulty, but more of encounters that cater to his preference of pacing. I mean x CR per long and short rest you lot have instead of just having barbarians fight other barbarians like all sensible people do.
 

Artyoan

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Jan 16, 2017
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It’s not rocket science either - the encounters just stack the action economy against the player and use the environment that you guys designed so well.
Pretty much. The only areas I have that tend to be open and without much cover are areas that require a 3x3 or 4x4 monster to be able to maneuver. Which is also why I don't use them that often. You can actually tell when you're likely going to fight one just based on observing how little props I've put there and pathing thats been allowed for. The cover system is great. The AI will use it some of the time.

I think the actual areas look more natural and better just by having prop clutter that has tactical value to its placement as well. I don't think anything I've done was genius, I just emphasize cover, try to use a variety of enemies (with archers), and the majority of fights can be scouted out or have environmental warnings as to an ambush. Beyond that, I just play it and roll with whatever felt fair and tactical.
 

Mortmal

Arcane
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Jun 15, 2009
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9,578
I’m like 15 encounters in and I’m convinced. @Myzzrym would you just hire this guy to design every single encounter of PoI
Maybe too late for the imminent release, but might as well rope the guy in for a director's cut if that's a thing.
Mortmal did you ever find a module that ties in to your notion of difficulty?
None alas , what is sad is it was the case in the first solasta demo long ago, you were able to use the campfire once , had a bunch of encounters, then onlycould you use the next campfire after that set of reasonable encounters. But i guess doing it fair and square and following ruleset was too hard for the playtesters and they back down on that. Remember the same playtester were lamenting the sorak fight with the crown being too hard as well.
Only way is doing it myself , but spending two hundreds of hours on the editor just to make a point is too much.
 

Grunker

RPG Codex Ghost
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It’s not rocket science either - the encounters just stack the action economy against the player and use the environment that you guys designed so well.
Pretty much. The only areas I have that tend to be open and without much cover are areas that require a 3x3 or 4x4 monster to be able to maneuver. Which is also why I don't use them that often. You can actually tell when you're likely going to fight one just based on observing how little props I've put there and pathing thats been allowed for. The cover system is great. The AI will use it some of the time.

I think the actual areas look more natural and better just by having prop clutter that has tactical value to its placement as well. I don't think anything I've done was genius, I just emphasize cover, try to use a variety of enemies (with archers), and the majority of fights can be scouted out or have environmental warnings as to an ambush. Beyond that, I just play it and roll with whatever felt fair and tactical.

You clearly "get it". About the only thing I would have done different is that I would have given the sewer Ogre legendary actions. Even on my team with no hard CC, it was a bit too easy to nerf it down, though it was a very cool design to give it that Confuse.
 

Artyoan

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Jan 16, 2017
Messages
786
It’s not rocket science either - the encounters just stack the action economy against the player and use the environment that you guys designed so well.
Pretty much. The only areas I have that tend to be open and without much cover are areas that require a 3x3 or 4x4 monster to be able to maneuver. Which is also why I don't use them that often. You can actually tell when you're likely going to fight one just based on observing how little props I've put there and pathing thats been allowed for. The cover system is great. The AI will use it some of the time.

I think the actual areas look more natural and better just by having prop clutter that has tactical value to its placement as well. I don't think anything I've done was genius, I just emphasize cover, try to use a variety of enemies (with archers), and the majority of fights can be scouted out or have environmental warnings as to an ambush. Beyond that, I just play it and roll with whatever felt fair and tactical.

You clearly "get it". About the only thing I would have done different is that I would have given the sewer Ogre legendary actions. Even on my team with no hard CC, it was a bit too easy to nerf it down, though it was a very cool design to give it that Confuse.
Legendary actions and any other traits (pack tactics, blindsight, etc) I unfortunately can't give to custom monsters. They remain on only the designated enemies from the main campaigns. One of those things on my wishlist, alongside allowing for custom spell lists on certain custom monsters as well.
 

Grunker

RPG Codex Ghost
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It’s not rocket science either - the encounters just stack the action economy against the player and use the environment that you guys designed so well.
Pretty much. The only areas I have that tend to be open and without much cover are areas that require a 3x3 or 4x4 monster to be able to maneuver. Which is also why I don't use them that often. You can actually tell when you're likely going to fight one just based on observing how little props I've put there and pathing thats been allowed for. The cover system is great. The AI will use it some of the time.

I think the actual areas look more natural and better just by having prop clutter that has tactical value to its placement as well. I don't think anything I've done was genius, I just emphasize cover, try to use a variety of enemies (with archers), and the majority of fights can be scouted out or have environmental warnings as to an ambush. Beyond that, I just play it and roll with whatever felt fair and tactical.

You clearly "get it". About the only thing I would have done different is that I would have given the sewer Ogre legendary actions. Even on my team with no hard CC, it was a bit too easy to nerf it down, though it was a very cool design to give it that Confuse.
Legendary actions and any other traits (pack tactics, blindsight, etc) I unfortunately can't give to custom monsters

That's a huge SAD :( Legendary Actions - and more specifically unique mechanics of Legendary Actions - is the main way to make bosses a truly awesome experience in 5E (well, without resorting to additional mechanical design like what Matt Mercer is doing with his new Monster Manual).
 

Artyoan

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Jan 16, 2017
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I agree. There are some that have it but they are custom versions of the same boss enemies like the Spider Queen, Orenetis, Aksha, etc. So its there but very limited and won't approach anything fresh unfortunately.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I like your mods, been trying some out. But damn, I miss the janky voice acting from the main game. Didn't realize how much that makes Solasta to what it is.
 

NJClaw

OoOoOoOoOoh
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Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
Okay, I’m like 15 encounters in and I’m convinced. @Myzzrym would you just hire this guy to design every single encounter of PoI?
Yeah, combat is so much more interesting it feels like a completely different game.

I think at Tactical Adventures they're quite satisfied with what they made and aren't really interested in offering a more challenging experience. This is why I hope they expand the DM tools as much as possible. Pairing this type of encounter design with the ability to build creative arenas like what we saw in the "orc caves" of the main campaign would be great.
 

Grunker

RPG Codex Ghost
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I think at Tactical Adventures they're quite satisfied with what they made

They made a goddamn hadron collider to harness the power of the fucking multiverse and used it to produce soft ice without sprinkles is what they did
 
Last edited:

ERYFKRAD

Barbarian
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Joined
Sep 25, 2012
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30,102
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
a few annoyances
you mean :prosper: faces?
You get used to them.
I think at Tactical Adventures they're quite satisfied with what they made

They made a goddamn hadron collider to harness the power of the fucking multiverse and used it to produce soft ice without sprinkles is what they did
I wonder....
Oi Myzzrym how many people at TA are magefags? Got a percentage value? I mean I know your CEO is.
 

covr

Prophet
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Sep 3, 2006
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1,439
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Warszawa
I've just bought all DLC to play Artyoan mods. Wife and son will be away for a weekend, this is going to be goooood.

Unfortunately I don't know how to install UB on Linux (will play it on steam deck) so I will have to try 4 man party version of the module.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
786
I've just bought all DLC to play Artyoan mods. Wife and son will be away for a weekend, this is going to be goooood.

Unfortunately I don't know how to install UB on Linux (will play it on steam deck) so I will have to try 4 man party version of the module.
4 man versions will do. They were tested/built before I used UB too. As far as I'm aware the steam deck works pretty well for Solasta except for some cutscenes in the main campaigns.
 

Mud'

Scholar
Joined
Oct 9, 2018
Messages
233
I've just bought all DLC to play Artyoan mods. Wife and son will be away for a weekend, this is going to be goooood.

Unfortunately I don't know how to install UB on Linux (will play it on steam deck) so I will have to try 4 man party version of the module.
Damn, so i do need to buy all the DLCs to be able to play mods?
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
786
I've just bought all DLC to play Artyoan mods. Wife and son will be away for a weekend, this is going to be goooood.

Unfortunately I don't know how to install UB on Linux (will play it on steam deck) so I will have to try 4 man party version of the module.
Damn, so i do need to buy all the DLCs to be able to play mods?
Most of the workshop pages show what DLC is required. Lost Valley will be for most of them. Inner Strength introduces a lot of bard/warlock/monk items that are theoretically supposed to be filtered out and not drop if you don't have the DLC. But I've seen enough reports of people having their saves suddenly not load because one of those items dropped anyway, that I just put it as a requirement by default. I don't think primal calling has had any issues like that, as far as I'm aware.
 

Artyoan

Prophet
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Jan 16, 2017
Messages
786
Artyoan Do I need the Inner Strength DLC for your campaigns?
I would get it, just to avoid that potential bug of an Inner Strength item dropping and then borking your save if you don't have it. I do have quite a few IS items set to drop but they are supposed to be filtered out by the game. Too many people reporting thats not happening correctly in custom campaigns.

You could possibly play without it but if you see you got a warlock/bard/monk item you might find your save game won't load anymore. I'm not sure if picking the item up or not matters, too few details on what is causing the real issue.
 

Abu Antar

Turn-based Poster
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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Artyoan Do I need the Inner Strength DLC for your campaigns?
I would get it, just to avoid that potential bug of an Inner Strength item dropping and then borking your save if you don't have it. I do have quite a few IS items set to drop but they are supposed to be filtered out by the game. Too many people reporting thats not happening correctly in custom campaigns.

You could possibly play without it but if you see you got a warlock/bard/monk item you might find your save game won't load anymore. I'm not sure if picking the item up or not matters, too few details on what is causing the real issue.
Ok, thanks. I'll grab it on sale.
 

Mud'

Scholar
Joined
Oct 9, 2018
Messages
233
How do you play mods with the GOG version? Download them in the nexus only?
 

Artyoan

Prophet
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Jan 16, 2017
Messages
786
How do you play mods with the GOG version? Download them in the nexus only?
Download them from the nexus or mod.io and put the json file into the user>Appdata>locallow>TacticalAdventures>Solasta>UserContent>Campaigns folder
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
I've started my playthrough 2 weeks ago and now I'm level 9. I'm not sure if it's the game or the D&D5e rules but after coming from multiple playthroughs of Pathfinder Kingmaker and Wrath of the Righteous, I'm just not used to the simplification of the rules. Not much prebuffing, concentration needed for almost half the spells in a spellcaster repertoire so you're forced to pick one, the spell variety is lacking, feats only every 4 levels, leveling up process is boring, class building is just clicking the next button. I don't even look forward to leveling up. The items don't feel like they got a soul to them, everything is crafted, haven't looted a named magical item in combat before.
I'm not sure if it's the same as Baldur's Gate 3.
 

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