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Bye the way great Mod. It´s really fun to play.
Apparently there are none to sell on the vendors, and my court mage kinda needs one...
Note that a 3.3 is wip containing a new quest and possible re-balance of monster but won't be up that soon. If you find other bugs I'll update asap with 3.2.x meanwhile.
Oh, no no, the Gurrag Dol quest is fine and I have finished it.
It is the other quest to the left(3 npcs) that ask you retrieve some artifact if I remember correctly.
Also because you seem to have a strong advice on what should be an adventure design. I sincerly invite you to join the next mapping contest from 22 August and show me how a module should be done (and maybe win a key for the next dlc as well) ;)
I wish you well and invite you to try maybe modules directly related to d&d for an experience more close of what you seek for.++
- Yep, the magical items are rare. You can find some in certain quests, and there is armor bows swords dagger rings.. But the player has to find them in quests. However you can craft some
with recipes :
- You can find 1 different recipe in every quest (this is how to get them in this module)
- As for the blue square choice of my exits. This is once again a design choice to fit with Heroquest and the entrance exit points of the quests.
I understand that you wanted to play a real d&d adventure and classic crpg style, and it's fine. I like them too, however you have to understand that this module has a specific intent, re-creation of a heroquest, not any related to d&d.
- First thing first. This game (solasta) is a 4 characters game (so is heroquest). Blaming a creator for not making it (and both) a 6 party adventure (using special mod for it) shouldn't be a thing imo.
Now for the rest (loots monsters and dungeon design) I think that you may not be aware of heroquest in the first place. This module is a re-creation of this old boardgame. You compare this module to classic d&d adventure but it's not (as mentionned in the module intro) check for HQ,this will make it more clear to you maybe.
None of your merchants sell shields! And since you don't drop weapons or armor in the dungeons, and you can't craft anything, basically whatever equipment you start with when you create your character is all you're going to get for the rest of the game.
There's no bedroom to rent at the Inn. And I don't think I've found any camps to rest at in any of the dungeons. You have to go sleep at the Mentor's house, which doesn't make a lot of sense.
Your exits are very frustrating to leave with a 6-character party. Nearly all of your exits are positioned with walls surrounding them which renders the workaround of walking back and forth over the blue square in stealth no longer viable. I waste more time trying to exit my 6-character party than it takes to finish the dungeon. PLEASE make your exits clickable doors, ladders, wells--ANYTHING but those f'n blue squares!
THE GOOD NEWS:
Almost all of these things are easily fixed. Maybe a few hours of your time.
Thanks.
The clickable object you place in nearly every room is extremely tiresome. You trigger an investigation check to either get 1-5 gold, or a monster jumps out. These are boring encounters. "Why just not click them?" you ask. I don't click them for the gold. I click them because I'm worried I'm going to miss something that advances the quest. So, please get rid of pointless clickables that don't advance the story--all of them.
Your loot is godawful. Again, hours of playing (or what feels like), and I haven't found one single magic item to attune. Actually no, the one magical ax I found a ghost asked me to return "or else".
Your stores have nothing in them. You stocked them with many ingredients--BUT NO RECIPES. And no chance of earning enough gold to ever make anything even if you did drop recipes in the dungeons, which you don't.
POSITIVE:
I like the logical layout of the city, the attention to detail in the conversations, and the easy access into the quests themselves from the teleport menus.
NEGATIVE:
The creature encounters are too repetitive. For several hours now all I've seen are goblins, orcs, and one troll. Use a larger variety of creatures--at least once in a while.
All the dungeons look the same. Use a larger variety of tiles.
The rooms are too small. Solasta is a piece of sh-t for navigating, and I find myself constantly clicking on the wrong thing in your tiny rooms.
-- Like at the end of Quest #2 of March of Marcar when you take the teleporter back to Mentor it says that we rescued "Sir Snape" instead of Rognard.
-- When you mouse over Quest #3 it says the town of Nuln, instead of Niln.
Let me know if this helps or is not something you want us to post. We're just trying to help!
This quest should definitely not be labeled 2+