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Anyway, before talking to the blacksmith at all my character commented the missing daughter to the ranger in the forest even though I didn’t have the quest, that seems to be a minor inconsistency only.
The campaign seems to be great, thank you for your work!
I honestly am finding the Eiru Adventures to be more compelling than the vanilla Solasta campaigns, and all of these are free!!
The homage to Matt Colville's Delian Tomb was a chef's kiss from me as well.
Pbalfe, you should get paid for doing this lol.
5 stars and I am excited to play the next Eiru installment.
Working on a mega dungeon at the moment and I hope to release it this year.
Really appreciate the kind feedback.
@jbehnken - That's funny, my party was Paladin/Druid/Rogue/Warlock. It was a fight for sure. I just got lucky after replaying a few handfuls of times. I think the druids are there to wrap up the story, so I wouldn't rely so much on them.
So - I'm on the last battle - and suffering a whole lot. Playing Fighter/Druid/Rogue/Warlock party. All 10th level. Out of desperation, I turned my rogue invisible and ran him all the way to the back. Opened the door and voila - Druids and Elves all over the place! A rescue party!! No such luck. They all just stood around doing nothing, which was sad. Did I miss something or simply jump the gun on bringing them to the game?
There is still the glowing yellow ring in the middle of the floor, right in front of what looks like a throne of some kind. Not sure what the ring does. I figured out that if I pause the game, then move each character to the center (some of them will occupy the same spot), then I can fit 6 characters (plus my Steel Defender summon) into the center of the ring. But nothing happens.
I've cleared everything up to the two locked doors next to each other. I'm *sure* that at some point they were open but I wasn't ready to go on, and I left and they closed. Now I can't figure out how to open them.
Is it related to that machine by the Necromancers? It doesn't seem to do anything.
What's the trick in getting those doors to open? I am also running a 6-man party with UB. Thanks
There seems to be a small bug with the woman who is a cult member who lives right next to the market square, when you have evidence that she is in the cult and go to confront her the convo goes: We know you are in the cult. and she answers; guess its time for you to die then! or something like that, but instead of a battle starting, it just goes back to before talking to her, and you can keep doing that again and again. i solved it by sneaking into her backroom and stealing her things, then she became hostile (and a man with a beard)
Also i transferred my team to your second cult adventure, and i kept most of my gear, but lost my lightbringer longsword in the transfer for some reason. any idea why?
Is the mechanism next to the necromancers supposed to do something other than drop the stalactites? Shouldn't killing the necros send the locals home? What does the glowing ring in the next room do?
PLEASE tell me that this isn't a problem with the 4-person party transporters... if it is, isn't there a way to change that into a standard exit/door/portal, so those of us using Unfinished Business mod can use them?
Thanks!!