Grunker
RPG Codex Ghost
Awesome Sorr-Akkath fight in the ruins with the chest - really utilizes the verticality mechanics.
For now both the Bard and Monk tags don't work. I think the game believes the Monk is a Paladin and the Bard is a Rogue in dialogue interactions, been that way since the Inner Strength DLC came out. Warlock works though.
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.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?I’m like 15 encounters in and I’m convinced. @Myzzrym would you just hire this guy to design every single encounter of PoI
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.If this is what unfair difficulty looks like to Mortmal, he's even more lost than I thought
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.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.
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.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.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?
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.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.
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.
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.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.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.
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 monstersPretty 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.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.
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.
you mean faces?a few annoyances
Yeah, combat is so much more interesting it feels like a completely different game.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?
I think at Tactical Adventures they're quite satisfied with what they made
You get used to them.you mean faces?a few annoyances
I wonder....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 don't want to get used to themYou get used to them.
It's okay, they'll get used to you anyway.i don't want to get used to themYou get used to them.
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.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?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.
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.Damn, so i do need to buy all the DLCs to be able to play mods?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.
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.Artyoan Do I need the Inner Strength DLC for your campaigns?