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

std::namespace

Guest
The amount of possible trash fights in the game is staggering. Imho they should not be there even if optional. There will be people without a rogue...
e0MKKLV.jpeg


SMFdYCI.jpeg


u have to kill the chief, its a quest, rest is shit
OMHyPO6.jpeg


5fpPQNz.jpeg


there is actually another sorcuck spawn on the right
Ytav7Kp.jpeg


these niggers spawned on top of each other
ZPpSDeI.jpeg


this is sheer insane, its worse than anything POE1 threw at you...
CfZJSNy.jpeg


why.... more even more sorcucks?
ivjLiVl.jpeg


and then there is sorcuck avatar on the next floor...

Having played through the campaign now, emotionally I would actually rate it slightly worse than the base game... Even though its actually better on paper.
I would rate it worse because the base game had more memorable encounters for me. Even though all of em were "cheap" ambushes where I could not decide position and get first turn.
Forsaken Island has better exploration, better maps, better economy, theoretically better encounters, about the same placeholder mystery story I didnt care about. But all that gets ruined by the retarded AI, retarded DND5, and heeps of possible pointless combat that is distracting.
The main weakness/problem is that Artyoan never throws your whole squad into an enclosed environ where you roll initiative. The toughest fights past early game in Solasta are this way - 2 vampire fights, dragon, lava ork frontal assault, hotel ambush, village ambush.
Forsaken Island has 3 memorable fights past level 4: final boss, witch apprentice, chapel assassins. The rest is solved like POE1, AC-up and bottleneck and its over. Here in DND5 you even get a broken sneak attack.
So actually, combat wise the base game was better...
Also, its all the same items as in the base game right? That was very disappointing.
 

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 really like it and I think it's much better balanced than the main campaign, as the enemies are still putting up a fight long into the campaign. (damn skeleton archers :argh:) I enjoy the story too, even if I have not finished yet. But yeah, there are a ton of fights, sometimes one fight crosses into the next, lol.
 

std::namespace

Guest
The fights density problem actually ruined my most fun fight nail-biter experience as it organically happened - the witch disciple.
Because this happened. Its not even far, I am not even pulling the witch disciple characters. I just tried getting cover from arrows for the mage.
KV5X0hl.jpeg


I entered the Abandoned Tower bypassing the Sorcuck fort and the Witch Disciple and collected the loot inside.
Exit the tower and when the game loads, it kicks you out of Stealth, kek, I didnt realise before that it does this, and instantly launches combat cause the enemy squad sees me.
They could not see me when I entered because I had stealth but now I dont, which is a kinda ambush.
I tried fighting them from here at level 5. After eating a couple of Cone of Colds and getting obliterated in 2 turns, I leveld up to 6. Thank God there is Resting inside.
Mgh9zVr.jpeg

Exit the tower and get absolutely AOE assblasted again.
Had to think. I cant run backwards in combat, its a Fort full of lizards that I bypassed lel.
Scrolled through inventory and found a single potion of Invis! My mage can invis 2 people - oh shit! Thats 3 and maaaybe they wont trigger on the lone halfling rogue wtih maxed stealth!
And it worked! I could pause after exiting the tower and going stealth! Saved from reloading an hour old savegame.
So now I decide to kill em cause their Shock Arcanist is placed so seductively...

The tactikewl plan is a rogue sneak assassin surprise round with dual poisoned short swords and cleric helping kill the Aracanist and then going stealth behind the wall. While my fighter on the other side of the building solos the wtich disciple or at least wont allow AOE nukes, my mage casts Haste and hides... And it almost works on first try, but I dont quite get the arcanist kill clean in time and thus the rogue has to do a disengagement dance and the cleric is spotted and runs towards the mage, eats damage. I'm trying to maneuver with the rogue and mage to distract the AI. Warlord goes for my fighter, phew. Manage to somehow sneak kill the evil priest, veteran is onto the cleric who is down to 5hp and for the first time (and probably last) uses the clutch levitation boots that I gave her for this reason - to escape martials.
cJOoVKl.jpeg

It works - no AOO on flying kek. But the veteran can shoot and the their rogue might shoot too. I show em my rogue and engage the veteran in melee, which is suicide but the cleric dead is game over. And it marginally works. Veteran goes down. Their rogue doesnt shoot. My fighter is finishing the wtich disciple and still untouched. And I move my mage behind a pillar for safety......................................................................................................
Which triggers the Dryad Queen fight...............................................................
I was sooo disappointed. Literally quit the game.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
732
The amount of possible trash fights in the game is staggering. Imho they should not be there even if optional. There will be people without a rogue...
e0MKKLV.jpeg


SMFdYCI.jpeg


u have to kill the chief, its a quest, rest is shit
OMHyPO6.jpeg


5fpPQNz.jpeg


there is actually another sorcuck spawn on the right
Ytav7Kp.jpeg


these niggers spawned on top of each other
ZPpSDeI.jpeg


this is sheer insane, its worse than anything POE1 threw at you...
CfZJSNy.jpeg


why.... more even more sorcucks?
ivjLiVl.jpeg


and then there is sorcuck avatar on the next floor...

Having played through the campaign now, emotionally I would actually rate it slightly worse than the base game... Even though its actually better on paper.
I would rate it worse because the base game had more memorable encounters for me. Even though all of em were "cheap" ambushes where I could not decide position and get first turn.
Forsaken Island has better exploration, better maps, better economy, theoretically better encounters, about the same placeholder mystery story I didnt care about. But all that gets ruined by the retarded AI, retarded DND5, and heeps of possible pointless combat that is distracting.
The main weakness/problem is that Artyoan never throws your whole squad into an enclosed environ where you roll initiative. The toughest fights past early game in Solasta are this way - 2 vampire fights, dragon, lava ork frontal assault, hotel ambush, village ambush.
Forsaken Island has 3 memorable fights past level 4: final boss, witch apprentice, chapel assassins. The rest is solved like POE1, AC-up and bottleneck and its over. Here in DND5 you even get a broken sneak attack.
So actually, combat wise the base game was better...
Also, its all the same items as in the base game right? That was very disappointing.
I think we are oceans apart on where we are respectively deriving our sense of fun from in Solasta.
 

Alienman

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Messages
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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.
Funny, in the fight std::namespace you posted a picture of, I blocked off the AI, by placing one of the cleric's protectors on the small skipping island.

Poop.jpg
It screwed up the AI and made them passive, which let me nuke them from a distance. They did fire back, but the fighters and barbarians were made very easy to kill.
 

std::namespace

Guest
Probably. I clicked through the Morrows Deep in the Dungeon Maker and its also full of ...combat. And doesnt even have something similar to the Witch Hut or Wizards Home

Also, sadly, turns out, all the "new" creatures in the custom campaigns are derived from the fixed base game shit. So a Dragon has always the same behaviour, you can change his stats, basic attacks but not the abilities and behaviour scripts.
The Archmage, however you name em, will spam absolutely retarded Scorching Ray at your tank... All the enemy fighters will run into Wall of Fire and die.

Protip on how to beat the final fight at any level, if you have 32 ~AC
iss79ta.jpeg


I derive enjoyment from watching suicide runs...
WAIDm8B.jpeg

Lets hope Kangmaker is better. I heard its brutal on Unfair...
 

std::namespace

Guest
cleric's protectors
Whats that, a tank? <pseudo edit> Ah I remember from Ice Palace, its a L4 spell, Guardian something, Summoning. Also thats cheating... :>

Also, the level 2 Flame Sphere wiz summon spell counts as an Ally for Sneak Attacks... It itself can move and not be attacked. I breaks most low level encounters where you can hide your team. Sneaking is just borken.
 

Alienman

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Joined
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Messages
18,210
Location
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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.
Whats that, a tank? <pseudo edit> Ah I remember from Ice Palace, its a L4 spell, Guardian something, Summoning. Also thats cheating... :>
Hehe, I use every way to make it easier for myself. The spell is called Guardian of Faith, which injures everyone coming close with some kind holy aura. Most of the time they just ignore it, but since that was the only way over, they didn't want to come.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
732
Funny, in the fight std::namespace you posted a picture of, I blocked off the AI, by placing one of the cleric's protectors on the small skipping island.

It screwed up the AI and made them passive, which let me nuke them from a distance. They did fire back, but the fighters and barbarians were made very easy to kill.
If I remember right I switched that out for a wooden bridge in the six man, just so the melee can close distance. Now that I'm using UB's feature to ignore placement restrictions I can actually create bridges of a sort anyway.
 

std::namespace

Guest
Interesting... interface.

Just saw the game has male and female 10/10 already better than BG3.
It sure does...
vpoAPPQ.png


The interface is fucking shit.
Unfinished Business mod is a MUST1! to make it sorta tolerable.
Note how the faces are leftmost while the fucking bag is rightmost and now take a guess how to transfer items.
Boy oh boy will you love the crafting recipes and shop lists in the base game!
WvZJoyd.png


The devs are too moronic to fucking color code poisons...
pcslPtX.png


There are no shortcuts on the action bar aside from N for next turn. Its also huge for no reason. Its so big, if you make a Sorc or Warlock or soemthing, the End Turn button disappears below the Compass. This is probably why there is a shortcut for it.
You have to hold the Spacebar to speedup the crawling enemies trash.
The log is uncoherent unorderly.

I suspect that the game is leaking objects or something. If you have it open for hours, the interface becomes molasses. Opening the inventory takes 3 seconds. Same for swtiching characters. Opening the Crafting menu, spell menu. Restarts help.

There is nothing good about it. Well, I guess its not hiding actions in a radial menu... :vomit:
 

MalcolmR

Literate
Joined
Jul 16, 2023
Messages
48
I suspect that the game is leaking objects or something. If you have it open for hours, the interface becomes molasses.
There's a known memory leak in Solasta that, to my knowledge, was never fixed related to Paladin/Cleric auras. Someone correct me if I'm wrong and it has indeed been fixed. If you don't have a Cleric or Paladin in your party, that might mean there's a second leak!
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,269
Lmao, ho boy pronoun shit.

Hard pass kthxbye.

[EDIT] Ok imma try this UB mod. And, holy shit i need a mod manager? Really? WTF is this shit BG3 also needed some other mod just to run a mod what is this trend now.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,269
The fights density problem actually ruined my most fun fight nail-biter experience as it organically happened - the witch disciple.
Because this happened. Its not even far, I am not even pulling the witch disciple characters. I just tried getting cover from arrows for the mage.
KV5X0hl.jpeg


I entered the Abandoned Tower bypassing the Sorcuck fort and the Witch Disciple and collected the loot inside.
Exit the tower and when the game loads, it kicks you out of Stealth, kek, I didnt realise before that it does this, and instantly launches combat cause the enemy squad sees me.
They could not see me when I entered because I had stealth but now I dont, which is a kinda ambush.
I tried fighting them from here at level 5. After eating a couple of Cone of Colds and getting obliterated in 2 turns, I leveld up to 6. Thank God there is Resting inside.
Mgh9zVr.jpeg

Exit the tower and get absolutely AOE assblasted again.
Had to think. I cant run backwards in combat, its a Fort full of lizards that I bypassed lel.
Scrolled through inventory and found a single potion of Invis! My mage can invis 2 people - oh shit! Thats 3 and maaaybe they wont trigger on the lone halfling rogue wtih maxed stealth!
And it worked! I could pause after exiting the tower and going stealth! Saved from reloading an hour old savegame.
So now I decide to kill em cause their Shock Arcanist is placed so seductively...

The tactikewl plan is a rogue sneak assassin surprise round with dual poisoned short swords and cleric helping kill the Aracanist and then going stealth behind the wall. While my fighter on the other side of the building solos the wtich disciple or at least wont allow AOE nukes, my mage casts Haste and hides... And it almost works on first try, but I dont quite get the arcanist kill clean in time and thus the rogue has to do a disengagement dance and the cleric is spotted and runs towards the mage, eats damage. I'm trying to maneuver with the rogue and mage to distract the AI. Warlord goes for my fighter, phew. Manage to somehow sneak kill the evil priest, veteran is onto the cleric who is down to 5hp and for the first time (and probably last) uses the clutch levitation boots that I gave her for this reason - to escape martials.
cJOoVKl.jpeg

It works - no AOO on flying kek. But the veteran can shoot and the their rogue might shoot too. I show em my rogue and engage the veteran in melee, which is suicide but the cleric dead is game over. And it marginally works. Veteran goes down. Their rogue doesnt shoot. My fighter is finishing the wtich disciple and still untouched. And I move my mage behind a pillar for safety......................................................................................................
Which triggers the Dryad Queen fight...............................................................
I was sooo disappointed. Literally quit the game.

Your posts are depressing i thought this one at least had good combat.
 

Grunker

RPG Codex Ghost
Patron
Joined
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Messages
27,761
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The fights density problem actually ruined my most fun fight nail-biter experience as it organically happened - the witch disciple.
Because this happened. Its not even far, I am not even pulling the witch disciple characters. I just tried getting cover from arrows for the mage.
KV5X0hl.jpeg


I entered the Abandoned Tower bypassing the Sorcuck fort and the Witch Disciple and collected the loot inside.
Exit the tower and when the game loads, it kicks you out of Stealth, kek, I didnt realise before that it does this, and instantly launches combat cause the enemy squad sees me.
They could not see me when I entered because I had stealth but now I dont, which is a kinda ambush.
I tried fighting them from here at level 5. After eating a couple of Cone of Colds and getting obliterated in 2 turns, I leveld up to 6. Thank God there is Resting inside.
Mgh9zVr.jpeg

Exit the tower and get absolutely AOE assblasted again.
Had to think. I cant run backwards in combat, its a Fort full of lizards that I bypassed lel.
Scrolled through inventory and found a single potion of Invis! My mage can invis 2 people - oh shit! Thats 3 and maaaybe they wont trigger on the lone halfling rogue wtih maxed stealth!
And it worked! I could pause after exiting the tower and going stealth! Saved from reloading an hour old savegame.
So now I decide to kill em cause their Shock Arcanist is placed so seductively...

The tactikewl plan is a rogue sneak assassin surprise round with dual poisoned short swords and cleric helping kill the Aracanist and then going stealth behind the wall. While my fighter on the other side of the building solos the wtich disciple or at least wont allow AOE nukes, my mage casts Haste and hides... And it almost works on first try, but I dont quite get the arcanist kill clean in time and thus the rogue has to do a disengagement dance and the cleric is spotted and runs towards the mage, eats damage. I'm trying to maneuver with the rogue and mage to distract the AI. Warlord goes for my fighter, phew. Manage to somehow sneak kill the evil priest, veteran is onto the cleric who is down to 5hp and for the first time (and probably last) uses the clutch levitation boots that I gave her for this reason - to escape martials.
cJOoVKl.jpeg

It works - no AOO on flying kek. But the veteran can shoot and the their rogue might shoot too. I show em my rogue and engage the veteran in melee, which is suicide but the cleric dead is game over. And it marginally works. Veteran goes down. Their rogue doesnt shoot. My fighter is finishing the wtich disciple and still untouched. And I move my mage behind a pillar for safety......................................................................................................
Which triggers the Dryad Queen fight...............................................................
I was sooo disappointed. Literally quit the game.

Your posts are depressing i thought this one at least had good combat.

It has excellent systems. The encounters suck. Except in Artyons mods
 

Alienman

Retro-Fascist
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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.
Wrote a review of Artyoan The Forsaken Isle. You can read it here, or down below if interested.

The Forsaken Isle is a 1-12 level user campaign that you can download from Steam Workshop for Solasta: Crown of the Magister. It’s made by Artyoan and is the first campaign in a series of three, of which two are available. The third one is still being made, as I understand it. This campaign requires that you own the DLC Inner Strength for it to be playable. My overall opinion is that it’s a pretty good campaign, both in the sense of gameplay and story, but its combat is hard as nails. I will go into more detail after we have talked about the story a bit.

Jungle Island
The leader of New Shorehaven is on the search for brave adventurers to seek out a very mysterious island that long has been thought to be abandoned. Recently, a light was seen in the castle tower, which prompted curiosity. However, before being sent to the island, you have to prove yourself by taking care of some more local issues, like orcs ambushing traders and an ogre hiding in the sewers. If you succeed at this task and do not yet lay dead thanks to the difficulty, you are then sent through a hidden but very dangerous tunnel to the island. While there you notice that you are not the first group to be sent out, and survivors of the last expedition are now being held there by a curse. Welcome to jungle island hell – it’s here where the real story and struggle begins.

The crew in question


The story is not very complicated, but it has an aura of classic adventuring. The more you discover about the island, the more of the mystery gets revealed, and it actually had me intrigued throughout. I wanted to know what happened to the inhabitants of the island, and why it was abandoned in the way it was. You won’t be talking to too many NPCs, but the conversations you will be having feel suitable to the situation at hand.

Beyond the main quest, there are also a few sidequests, and I highly recommend you do the ones you can find, so you don’t fall behind in levels as I did at one point. The damn gorillas showed me that they are the kings of the jungle until I could make my way back there with 2 more levels under my belt. And this leads me to the thing that you will do the most: combat.

Fighting & killing
While The Forsaken Isle does have a nice narrative, the combat will be a the forefront. You will be fighting a lot, and you will be killing everything from undead, to creatures of the jungle, to old hags that love to use blizzard spells on your group. A few of these battles even intersect each other at times, as one group sometimes runs to the next, which naturally creates one hell of an encounter. I find that there might be a little too many fights, especially in the beginning, and well, you need to take them all if you want to stand a chance in the later parts of the campaign.

The cleric engaging in active suicide against wolves


Gremmus getting upgraded
Stuff does get easier the more and better abilities you get, but some enemies remain a pain in the behind throughout the game, like the skeleton archers. I absolutely hate these guys, even if gorillas come at a close second. In the later parts of the game, you even get a meet a couple of Soraks with legendary turns. That means they will take a turn each time one of your characters takes one. These dudes are brutal and need to be made a priority quickly.

At times I feel units do have too much health, and I’m not sure if it’s the fault of Artyoan, or the rule setting (DnD 5th Edition). Some battles just go on and on, and if you run out of special attacks, or spells, the turn-based nature of the combat can feel very dragged out. Thankfully, there are many resting spots and plenty of food items to be bought or found. And from what I noticed there are no penalties for resting, except in a few instances where something scripted happens when resting.

The encounters feel good otherwise, and the locations where they happen feel diverse enough, everything from straight-up corridor fights to castle wall skirmishes. As most fights are tough, they do require a bit more from you than the original campaigns, so positioning and starting the fights from stealth is very important – to get an advantage over the enemy, and a few cheap shots.

The love for ambushes
Artyoan is a sneaky creator though, and loves to throw hidden encounters at you to create a challenge. These battles are intense, as most of them will start with you being ambushed in some way, but often there is a way to make them easier. For example, the cellar fight where you get ambushed by undead and other hideous creatures. If you are smart you hide behind the prison bars, which gives the enemy a hard time reaching you, while you can bombard them with spells and arrows at will.

Pest control coming through!


In this campaign, there is also a big focus on lights since most inside places will be realistically cast in darkness. This makes it very important to get a character with a light spell, or just bring a lot of torches with you. I used both constantly throughout the experience. My party consisted of a paladin, a ranger, a wizard, and a cleric, and in general, I thought they did a good job. The only weak part, even if she had strong spells, was the cleric, as she often became the target for ranged creatures. I recommend going with a balanced party, and I must stress that you need someone with area-of-effect spells since many battles will have numerous enemies coming for you.

I played on authentic mode all the way up to the absolute final battle. After a few tries, I had to give up and lower the difficulty. That battle was just way too hard for me. But up to that point, I had a great time, and the game felt challenging and fair, even if the many fights had me battle-fatigued. The game took around 30-35 hours to complete, so it’s a fairly chunky deal. In conclusion, this is a great addition to Solasta, and I highly endorse this custom campaign by Artyoan. I’m already looking forward to the next.

Thanks for reading.
 
Last edited:

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
732
Wrote a review of Artyoan The Forsaken Isle. You can read it here, or down below if interested.

The Forsaken Isle is a 1-12 level user campaign that you can download from Steam Workshop for Solasta: Crown of the Magister. It’s made by Artyoan and is the first campaign in a series of three, of which two are available. The third one is still being made, as I understand it. This campaign requires that you own the DLC Inner Strength for it to be playable. My overall opinion is that it’s a pretty good campaign, both in the sense of gameplay and story, but its combat is hard as nails. I will go into more detail after we have talked about the story a bit.

Jungle Island
The leader of New Shorehaven is on the search for brave adventurers to seek out a very mysterious island that long has been thought to be abandoned. Recently, a light was seen in the castle tower, which prompted curiosity. However, before being sent to the island, you have to prove yourself by taking care of some more local issues, like orcs ambushing traders and an ogre hiding in the sewers. If you succeed at this task and do not yet lay dead thanks to the difficulty, you are then sent through a hidden but very dangerous tunnel to the island. While there you notice that you are not the first group to be sent out, and survivors of the last expedition are now being held there by a curse. Welcome to jungle island hell – it’s here where the real story and struggle begins.

The crew in question


The story is not very complicated, but it has an aura of classic adventuring. The more you discover about the island, the more of the mystery gets revealed, and it actually had me intrigued throughout. I wanted to know what happened to the inhabitants of the island, and why it was abandoned in the way it was. You won’t be talking to too many NPCs, but the conversations you will be having feel suitable to the situation at hand.

Beyond the main quest, there are also a few sidequests, and I highly recommend you do the ones you can find, so you don’t fall behind in levels as I did at one point. The damn gorillas showed me that they are the kings of the jungle until I could make my way back there with 2 more levels under my belt. And this leads me to the thing that you will do the most: combat.

Fighting & killing
While The Forsaken Isle does have a nice narrative, the combat will be a the forefront. You will be fighting a lot, and you will be killing everything from undead, to creatures of the jungle, to old hags that love to use blizzard spells on your group. A few of these battles even intersect each other at times, as one group sometimes runs to the next, which naturally creates one hell of an encounter. I find that there might be a little too many fights, especially in the beginning, and well, you need to take them all if you want to stand a chance in the later parts of the campaign.

The cleric engaging in active suicide against wolves


Gremmus getting upgraded
Stuff does get easier the more and better abilities you get, but some enemies remain a pain in the behind throughout the game, like the skeleton archers. I absolutely hate these guys, even if gorillas come at a close second. In the later parts of the game, you even get a meet a couple of Soraks with legendary turns. That means they will take a turn each time one of your characters takes one. These dudes are brutal and need to be made a priority quickly.

At times I feel units do have too much health, and I’m not sure if it’s the fault of Artyoan, or the rule setting (DnD 5th Edition). Some battles just go on and on, and if you run out of special attacks, or spells, the turn-based nature of the combat can feel very dragged out. Thankfully, there are many resting spots and plenty of food items to be bought or found. And from what I noticed there are no penalties for resting, except in a few instances where something scripted happens when resting.

The encounters feel good otherwise, and the locations where they happen feel diverse enough, everything from straight-up corridor fights to castle wall skirmishes. As most fights are tough, they do require a bit more from you than the original campaigns, so positioning and starting the fights from stealth is very important – to get an advantage over the enemy, and a few cheap shots.

The love for ambushes
Artyoan is a sneaky creator though, and loves to throw hidden encounters at you to create a challenge. These battles are intense, as most of them will start with you being ambushed in some way, but often there is a way to make them easier. For example, the cellar fight where you get ambushed by undead and other hideous creatures. If you are smart you hide behind the prison bars, which gives the enemy a hard time reaching you, while you can bombard them with spells and arrows at will.

Pest control coming through!


In this campaign, there is also a big focus on lights since most inside places will be realistically cast in darkness. This makes it very important to get a character with a light spell, or just bring a lot of torches with you. I used both constantly throughout the experience. My party consisted of a paladin, a ranger, a wizard, and a cleric, and in general, I thought they did a good job. The only weak part, even if she had strong spells, was the cleric, as she often became the target for ranged creatures. I recommend going with a balanced party, and I must stress that you need someone with area-of-effect spells since many battles will have numerous enemies coming for you.

I played on authentic mode all the way up to the absolute final battle. After a few tries, I had to give up and lower the difficulty. That battle was just way too hard for me. But up to that point, I had a great time, and the game felt challenging and fair, even if the many fights had me battle-fatigued. The game took around 30-35 hours to complete, so it’s a fairly chunky deal. In conclusion, this is a great addition to Solasta, and I highly endorse this custom campaign by Artyoan. I’m already looking forward to the next.

Thanks for reading.
Thanks for the review, Alienman! Solasta's got good default combat elements which makes the dungeon maker all that much more interesting to me. I chose to go combat heavy since I think thats the real meat of what most people who play custom campaigns will be looking for. That and dialogue really slows down the whole process a lot. People can bash 5e all day long if they want, but I really enjoyed Solasta combat even if it has some sizeable flaws coming from the rules as written.

A lot of what I learned in Forsaken Isle went into Morrows Deep. The beginning couple levels are a little more friendly, there is more dialogue/quests, less ambushes, encounters are partitioned better so pulling additional adds/encounters isn't as easy as some situations here are, combat difficulty is roughly similar with a higher level available. It's longer all around. The next one will be longer still, but possibly easier overall with world map travel giving random encounters and occasional companions.

Glad you enjoyed it. :brodex:
 

Artyoan

Prophet
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Jan 16, 2017
Messages
732
Has voice acting improved? It was realy bad that it was better to play without it.
It has not. I seem to have almost no standards for voice acting in any game so very little of it bothers me though.
 

Alienman

Retro-Fascist
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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.
Started to play Morrows Deep, but the six-man version this time. I have to say, the 6 man version feels so much better. You can take a few casualties, without the damage output collapse totally, and you can experiment a bit with the classes. Restricting the party to 4 men is such a mistake. Felt the same about the limitation in BG3.

Otherwise, Morrows Deep feels improved in every way. The structure of the campaign, placements of enemies, and the encounters.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
732
Started to play Morrows Deep, but the six-man version this time. I have to say, the 6 man version feels so much better. You can take a few casualties, without the damage output collapse totally, and you can experiment a bit with the classes. Restricting the party to 4 men is such a mistake. Felt the same about the limitation in BG3.

Otherwise, Morrows Deep feels improved in every way. The structure of the campaign, placements of enemies, and the encounters.
It will have a difficulty spike up at around the goblin den cave. Usually I suggest trying to do everything you can find prior to that, which should have you around level 5 or just short of it. I agree for the six man, really hoping they put native support for bigger party sizes in 'Solasta 2' or whatever comes next. Full party creation for a six man party feels great. Battles take a while but thats the only downside. If they had variable party sizes by default I would only make six man versions.
 
Self-Ejected

Atlet

Self-Ejected
Vatnik
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Nov 11, 2017
Messages
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you need the DLCs to play artyoan's modules? i will wait till they are cheap enough bundled
The current published campaigns don't require palace of ice but do require lost valley and inner strength. The next one will require PoI. There is a full Lightbringer edition for Solasta but I'm not sure what it goes on sale for. Christmas sale ought to be decent I would think. No rush.

It's on sale now, gays, go grab it.
 

Alienman

Retro-Fascist
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Messages
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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.
Artyoan Is the dragon in the sewers (that thing royally screwed me up btw) a nod to the myth of pet crocodiles roaming the tunnels below us?
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
Played a bit of Solasta for the first time and I'm having quite a good time, just finish caer lem, I can't help but think it would be great if the devs make a Solasta sequel with more choices & consquences, factions and companions (they could follow Wasteland formula and have a party made up of 4 custom character created by the player along with 2 NPC chosen from a list of possible companions in-game)


I also like that for a game that is supposed to be combat- focus, Solasta throw way less trash mobs at you compared to Pathfinder games, at least from what I play so far.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,732
Pathfinder: Wrath
I also like that for a game that is supposed to be combat- focus, Solasta throw way less trash mobs at you compared to Pathfinder games, at least from what I play so far.
Yet it's still too much, mostly because the vast majority of the trash fights in Solasta are virtually the same.
 

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