Solasta: Crown of the Magister

Solasta: Crown of the Magister

The Ducal Labyrinth
13 Comments
jonjrhr 2 Jan, 2023 @ 4:10pm 
i think i'd prefer a bit more tactical variety and maybe some enemy spell casters rather than just cranking up the enemies to have a +15 to hit and 6d6 damage each attack, its a little bit overboard.
Steally Dan 15 Dec, 2022 @ 3:07pm 
Great job! My friend and I thoroughly enjoyed it. Some very challenging fights, even for a well-equipped level 12 party. Personally, I liked some of the fights with tons of mobs. I understand people not wanting to wait so long for their turn, but every round gets shorter as you finish more off. And if you fill a hallway with wall of fire and spikes, you can just watch them run in and die over and over. :)
Ig0twermz 28 Sep, 2022 @ 12:55pm 
I have very much enjoyed this so far. I am unable to get into the center area that looks like it has a trap door. Am I missing something? I have found all other areas, and fought all the baddies. Just that one section is inaccessible. Thanks!
frere-cyril 13 Jul, 2022 @ 7:50am 
c'est difficile
Lucky13  [author] 3 Jul, 2022 @ 8:05pm 
An update: I've made some changes based on select parts of the feedback from Acadiantri, you can see the result in the patch notes to 1.61.
Lucky13  [author] 3 Jul, 2022 @ 8:16am 
Thank you for the feedback!! Duly noted.
Acadiantri 1 Jul, 2022 @ 2:36am 
One last thought: make sure your mini-bosses have minions with them. Otherwise, action economy makes those fights too easy (even with the severe hp bloat some of the bosses had).
Acadiantri 1 Jul, 2022 @ 2:35am 
Also, please avoid the 20+ mob fights. One or two, here or there, is okay (not really), but waiting for the enemies to go is just tiresome.
Acadiantri 1 Jul, 2022 @ 2:33am 
I found the maze lay-out worked against many of the mobs and in favor of the party by narrowing the avenues of approach. Might want to design the areas where encounters happen so the lay-out helps the mobs. The characters are levels 10-12. It's okay to use teleporters to split the party; secret or locked doors that open around the party. Otherwise, spike growth, fire wall, and wind wall become the OP answer to every encounter.
Acadiantri 1 Jul, 2022 @ 2:29am 
Finished. Good effort. Too many repetitive battles that required the same basic strategy though. Here are the fights I enjoyed: (i) the madmen were surprisingly effective (surprise is fun); (ii) the giant apes were tough on the way to the greater R (in fact, they were tougher than the Greater R); and (iii) the appearing bulette and archers on the one chest (again, unexpected and cool, plus I love the bulette's animation when it leaps). Liked that there were no traps, though an occasional one with synergy with the mobs you're fighting is okay (e.g. a fire trap in an area with fire resistant or fire-healed mobs). Need to add an exit (to no where) so players can update their PCs at the end (and get the victory screen to see how often that one character rolled a 1).
Acadiantri 29 Jun, 2022 @ 9:51am 
Played through some of it. I found the 20 elite skelly battle dull -- an exercise in waiting. The fun is taking your turn not waiting for the mobs to take theirs. Try to restrict # of enemies to no more than 8-10. You've already customized them; no reason you need 20 of them.
Acadiantri 29 Jun, 2022 @ 3:25am 
Okay, found my way in. I'd use a regular exit there, rather than a virtual exit. Folks might not think to use the alt-key to highlight near the entrance. Lore stating this way to the Labyrinth might also help.
Acadiantri 27 Jun, 2022 @ 3:27am 
I may be missing something, but couldn't find how to leave the initial camp.