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As for XP, there's enough xp throughout the entire campaign to reach level 14 IIRC (if you mod and remove the level 12 cap) though the endgame is balanced to be hard at level 12 on normal settings.
Here's a list of all 21 maps in Vel Explorer:
Greenbrooke Village
Greenbrooke Forest, West Side
Greenbrooke Forest, East Side
Greenbrooke Forest, North Side
Greenbrooke Forest, South Side
Goblin Clan Zrabdesb Stronghold
Crypt of Lorafiel
Orc Village Dretkag
Caves of Old Umenan
Grimblade Training Camp
Aqueducts of Old Umenan
Castle Xyrquinel, Barracks
Castle Xyrquinel, Arcanum
Caves of Redriver
Crypt of Jarauth
Abandoned Fortress Balaram
Nightmare of Mages
Sorr-Akkath Fortress Tshakkata
Gateway to New Umenan
New Umenan
Caves of New Umenan
Snewby, sorry you're having trouble with the door. Not sure what's wrong there, it used to work! The ring is a key item so you just need it in the inventory.
But my party is only lvlv 10 (70369 xp) what to do?
Tried using a Knock scroll on the door and the portrait but there wasn't anything interactive in the room.
Asides that, I'm enjoying the adventure so far.
I'm also unsure on the whole no merchant thing, on the one hand I kind of like the disconnected feeling of being isolated with no civilization, and no place to buy magic goods from, on the other hand it also just feels bad to not be able to buy any magic equipment with all the gold you got the entire adventure. It's not something I enjoyed, but I also don't think I really hate it either.
As a workaround, there's also a wand of knock elsewhere. You're not missing much if you skip what's behind the door. The loot is good but it's non essential.
My lvl 3 party: LEEEROY JEENKINS!
Beat this encounter on second try with not minmaxed characters at Scavenger difficulty
The trick was to run into the corner, chop trees, sorcerer casts Entagle with Careful metamagic (so it doesn't affect allies, Wizard casts Grease, and since Minataurs take 4 cells of space, only 2 Minotaurs can attack my frontliners while standing in greasy vines.
Vel Explorer is intentionally the easiest of my campaigns.
Thanks again!
I'm 20+ years into DnD (including PnP) and ~350+ hours played Solasta. So for a good minmaxed party it's really not difficult.
But if you're interested — I would recommend to look forward "The Forsaken Isle" and analyze how things made there. This one IMO is better in terms of difficulty of all I played in Solasta. Not just in terms of custom badass mobs but also in positioning them where you cannot, for example, CC all in one turn. You might raise your map making skills by a lot )
Anyway I enjoyed your creation very much too.
Was a bit dissapointed in Cave Umenan. It said "need 12 lvl" and I thought it would be th final challenge. But it was too easy (cata difficulty).
Also, Was keeping gold all the game, it was a time killer. And in the end just got a crappy ork shop :D Would be better if you write somewhere not to waste time keeping gold. Or just spread the loot from ork shop through the game.
- Spawning creatures around your party in squares you have already passed through is very irritating and immersion breaking, unless there's a good reason for your scout not having seen (e.g. spectres coming out of walls, burrowing creatures, etc.).
- Fast travel indicators at each exit would be more useful that the ghost marker, and allows easier navigation
- There is a lot of DM text that implies the characters are a bit cowardly, they want to turn back, are we ready for this, you feel fear, etc. While at low levels that's OK, this kind of remark came more often, over and over, and you just get desensitized to it. Maybe just comment on ominous surroundings or sounds, and let the player react to that instead of telling them what their characters are feeling?
Thanks again!
There are a few merchants throughout but not many by design until late game. It's a romp through the wilds with the city left long behind. However, you can sell to your squires at your base camp on each map.
The endgame orc village does have a cave beneath it which you can either sneak into or fight to get into. That's the final level in this campaign and has the third and final ending. (The other two endings are at the wizard castle and the old fort with the portals.