Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Grave Rush (6-Man Party)
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14 Sep, 2024 @ 3:47pm
17 Apr @ 4:30pm
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Grave Rush (6-Man Party)

In 1 collection by Artyoan
Artyoan's Campaigns
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Description
The Rundown: This is a campaign designed for six man parties (using Unfinished Business mod) and a very high degree of replay-ability. There is very little dialogue/story, with all the emphasis being placed on attrition-based combat, randomization, and exploration. This is about as close to a 'rogue-like' mode as I can make.

Summary: Your party has arrived to a small town within the Badlands known as the Crow's Nest. Intent on adventuring within the Badlands so as to obtain the wealth that resides there before others can do so, you will set out to different locations, chosen at random, in which to explore, fight, retire as rich veterans of dungeon delving or die trying.

Details: This is a six character campaign that requires the Unfinished Business mod. Unlike my previous modules, this cannot function without Unfinished Business installed. While any number of characters can be used, the module is designed around six player parties in terms of difficulty.
Link to Unfinished Business: https://github.com/SolastaMods/SolastaUnfinishedBusiness?tab=readme-ov-file
-If you have any extra cash, please consider throwing a tip their way. It is a truly outstanding mod and makes Solasta into an incredible game.

More details:
-Characters must be level 1 to start the campaign. There are options to begin at level 5, 9, or 13 that will also give randomized equipment. I strongly suggest starting at level 1 until you are familiar with how this campaign plays.
-The world map is implemented and random encounters can occur.
-Many potential locations are possible to be encountered but are chosen by random dice rolls in the background. Another playthrough of this module should feel very different from the previous one.
-After completing your first adventure, you can export your characters at any time in the town of Crow's Nest.
-Unlike my other campaigns, this is entirely built around attrition-based combat. Access to long resting is restricted until the next location is reached.
-Levels are granted as milestones from reaching new locations. Experience is still granted by undead enemy kills but is irrelevant ultimately.
-Crafting is implemented and very strongly encouraged to have at least one character that can craft weapons/armor with the Manacalon Rosary
-Pikes, Long Maces, Hand Crossbows, Katanas, and Halberds from Unfinished Business are already implemented and on vendors so it is best not to turn on recipes as they are already built within the game. There are custom versions of these weapons available as drops and on vendors as well.
-This will work very well for ironman style play

Duration: 20+ hours for a run through if most combat is engaged in.

Levels: Starts at level 1 and currently ends at level 20. Unlocking the level cap in UB will be necessary to go beyond level 16.

Difficulty: The difficulty will be hard. All combat locations are based on attrition, which means that damage and usage of spell slots as well as consumables carry over from fight to fight until a long rest can be found. If you find it too difficult, I strongly suggest turning down difficulty parameters. All enemies in this module are custom versions with chosen stats. This is designed to drain your resources and make each battle feel impactful as a result.

The Basics:
-Always pick up any brown backpack you find. These trigger hidden loot packs to obtain randomized loot.
-A balanced party is strongly recommended. Short resting is never restricted so classes built around replenishment of resources on short rests will be far more useful here than my other campaigns.
-Skill checks are important. There is a book provided in a chest within the starting town to detail what objects indicate what skill checks are about to occur. Examples are Arcana being on worktables with books or piles of books, Religion on a ritual stone obelisk, Investigation on piles of rubble/skulls, etc.
-History, Arcana, Religion, Medicine, Nature, Investigation, Animal Handling, and Sleight of Hand are commonly used.
-Persuasion, Deception, Intimidation, and Performance can occur but are relatively rare.
-Traps, Locked Doors/Chests, and Hidden Walls are liberally sprinkled throughout this campaign.
-A cog wheel icon on the mouse pointer will indicate a skill check is about to occur. A hand will indicate it is merely looting the object.
-All items obtained through skills checks and bags will be placed in the lead character's inventory.
-If you press 'Alt' while fighting a Named Boss creature with the mouse over them, you can read their backstory. Not necessary but there for flavor.
-Several vendors within the city are randomized for every playthrough. A vendor known as The Traveler will be encountered while dungeon delving and is also randomized for each encounter of her, while also offering 30% off her wares.

Suggestions:
-I recommend cutting down crafting time to 50% through Unfinished Business options. This is in Gameplay - Crafting, Items, & Merchants section within UB.
-I recommend allowing identification of items via short resting (Single Player only, causes issues in Multiplayer) to be enabled in Unfinished Business options as well. This is in Gameplay - Rules - House within UB.
-Override the party size to 6. This is in Gameplay - Tools within UB.
-Not every encounter needs to be fought. You can often find the way to the next location without fighting all enemies. But you cannot return to the area once left. Not engaging in every fight can leave valuable gold, treasures, skill checks, and drops behind.
-Restorative Ointment is on the Alchemy vendor and can cure poison and disease. Some diseases, poisons, and curses can last for up to 24 hours. So bring spells and items with which to cure them if needed.

Special Thanks to EricWisdom for early testing and feedback.

Mod.io version: https://mod.io/g/solasta/m/grave-rush-6-man-party

Please report any bugs/misspellings that you find.

Enjoy
129 Comments
Artyoan  [author] 5 Jun @ 8:49pm 
Thanks Redmagi. I didn't get this mod to be as extensive as I'd hoped it would be but I did think getting to level 20 was a bare minimum to do at some point. It was worth the time. :steamthumbsup:
Redmagi 5 Jun @ 7:32pm 
Dropping by to thank you for completing the mod to level 20. Had a blast conquering the final stretch and it was very satisfying to dump my diligently saved nukes on the final boss.
Artyoan  [author] 27 May @ 8:08pm 
Thanks 440Stainless. There are usually about 3 possible locations up until about level 11 or so, then it is usually 2. Then only 1 at level 15+. So there will be a fair amount of repeat locations unfortunately, though if you can remember the area names then the background 'dice roll' that determines the next location occurs at the notice board dialogue. Saving beforehand, you could try to minimize some repeats with a quick load.

Very low chance of adding to it in the future. Wouldn't mind making something similar if Solasta 2 has a dungeon maker though. But without new material being added to the dungeon maker, I got burned out on it.
440Stainless 27 May @ 7:34pm 
I'm loving this module. as a roguelike/hardcore game player this is amazing. i guess ive played it too much and i get really unlucky with random rolls cause i ve got a few of the lvl 1-5 maps multiple times. and chance of adding more maps/location in hte future
Artyoan  [author] 23 May @ 12:19pm 
Thanks for playing it, bubbyman! :steamthumbsup:
bubbyman347 23 May @ 11:52am 
Love this mod thanks Artyoan !!!
Artyoan  [author] 23 Apr @ 10:09am 
Yep, took a quick look and it is an area that just contains housing but was mostly meant as an allusion to the town being bigger than the explorable area. Weirdly, the walls in the town exterior are climbable but only certain walls and requires an athletics check (I think). Which I didn't know for quite a while.
Oltex 23 Apr @ 8:06am 
Also found something else. On the Level9 outdoor map (not sure if all Level9's are the same - this is the one that has a sewer grate at the end). Behind that grate is a section of map with no entrance. Using a combination of flying and misty step (go Warlock!), I was able to get in there but it's empty. I'm guessing its an unfinished area?
Artyoan  [author] 14 Apr @ 7:19pm 
Thanks Oltex, I'll look around at something I can change there, maybe move some of the enemy spawns a bit. That does tend to be a problem with those big units and sometimes the AI just won't move if anything is in the path.
Oltex 14 Apr @ 6:30pm 
Restarted with a new party and confirmed the Dirty Bag DOES now work. However, , on the encounter with the 2x Ancient Remorhaz (well done, btw, those things always scare the s**t outta me, especially on CATA diff), I noticed that all the trees and obstacles in that battle map made it hard for the Northern/Western? one to move around. I was able to bunker near the castle and it just sat back blocked by its allies for most of the battle so I easily picked it off from range.