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As for the ruins battle, I believe you are referring to the bandit ambush battle. I deliberately made the difficulty spike there to know what kind of battles to expect down the line and whether one will find these enjoyable or not.
The campaign is geared towards more optimal parties, but there is no shame in tinkering with difficulty sliders. D&D is a highly unbalanced game and what one player stomps, the other will find nearly unbeatable, which is what devs are quite aware of and why sliders exist in the first place.
Unfortunately, the DM has quite a few limitations which we must circumvent one way or another. I tried giving as accurate quest descriptions as I could where it was fitting but I might have overlooked a few and could have done some things better, hands down.
Hopefully TA will grant us more flexibility with Solasta 2 when the DM comes out... somewhere in somewhat distant future.
The only very small proposal I have would be maybe adding the function where it shows the direction of the quest objectives on the compass, this would have really helped me sometimes.
Trying to find the right spot for challenge while avoiding tedium is what was one of the most demanding parts of creating the module. I didn't want the party to steamroll everything, but neither did I want them to have a deadly encounter at every single corner. Both would grow old very fast.
But yeah... last fight could be perceived as a bit tedious as it's well... the last big fight. I did experiment and test that encounter for God knows how many times... I deliberately placed the monsters in cages to simulate their agony/pain while their master is harvesting their essence and to "immobilize" them so-to-speak, but this also opens an easy opportunity to cook them with walls of fire while taking cover and dealing with the rest of the monsters.
Overall I had the most fun with encounter design, which might not be up to everyone's alley, but I think it's ok for a challenging campaign all things considered.
You may mention this in a spoiler tag in the description, and any similar challenges if there are any.
Yes, they have nice loot, so it still worth to kill them.
Anyway I liked the unique spear. Cataclysm Visage, I think that's the name. It's quite rare that such an item is useful. I took the spear mastery feat because of it. My shield fighter became a terminator with it.
If you manage to avoid any fights throughout the entire manor, which only counts humanoid enemies iirc, you will be granted about 20% more XP than if you had killed all the enemies both inside and outside of the manor once you are done with that section.
Naturally, you wouldn't get any loot from kills via that method, but it's something worth considering and perhaps doing as a challenge.
I personally tested it without using any glitches/cheats and what not, not even spells, and it is entirely doable to pass the entire manor part without a single humanoid kill.