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In any case, everything is playable with 6-men parties.
About difficulty, this campaign is not overly punishing, but it can have spikes here and there. I usually like to play 5-men on scavenger, and I find this campaign just a bit on the easy side, so feel free to ramp up a notch
The puzzle is in 2 parts:
Minor spoiler: you first have to play the correct triad on the organ and "lock in" the keys - there is an hint in the journal you find in that area, then you have to look for plates on the ground (press alt in case) and keep your pcs on each of them
Major spoiler: The solution is the major triad of B flat (Bb D F)
Group teleporters like these work just like map exits. When playing with 5 or 6-men parties, you need to use the pause tech to progress.
Just put the first 4 PCs on the teleporter (the round decoration on the floor, just before the stairs), pause, then move the 5th and 6th pcs from behind the group to the opposite front side.
Unpause, they will start moving together and for a brief moment all your pcs will be on the tele and it will activate
I will use the names of the waypoints on the map so you can retrieve them in-game.
If you are talking about the button on the wall of "Jokar's private room" inside the dungeon, it opens a secret wall in the "kitchens", close to the dungeon's entrance. There you will find stairs for the lower level, activated by a teleporter (just step on it)
The other possible option is the floor plate in the lower level of the dungeon (no waypoint here), it just opens another secret door just nearby
If your problem is getting inside the dungeon from Jokar's house, the entrance is deactivated and you should interact with the torches in the hidden room to solve a puzzle
If any of these seems broken, just let me know
I don't know if the reason is because i am dumb, probably, but i wish some help if is possible.
If you did, and you found Armand's body and now you need to find his killer, don't worry, that will come up in the course of the campaign
1) if you mean the stairs between The Pit and the "Main floor" of the prison, you lost nothing
2) the optional dungeon can be accessed from the snow map you have to pass through before reaching the prison, the one where you find the escaped prisoners and have to decide which side to help. You have to explore the map a bit, but the quest doesn't trigger if you didn't complete the "planar diplomacy" quest almost at the start of the adventure, in the Northern Farmlands
Thank you again
I just finished aBfM--quite an enjoyable adventure! I'm ready to move on the the sequel through the portal on the map. A couple of things I wasn't able to do:
1) I was unable to access the Prisoner's Entrance portion of the Prison. It had locked doors with no obvious way to unlock them. Every other set of locked doors in the Prison I could eventually unlock, so I'm wondering what I missed there.
2) I don't think I ever came across the optional dungeon that was supposed to be DLC sized. If I did, I didn't recognize it for being that. Can you share in spoilers where I should have looked?
Thanks!
Dan
P.S., I really appreciated the method for releasing the Wandering One from her captivity. It was a highlight of the campaign for me;-)
thanks a lot!
Now, for the Palace of Visions: no, it is not the optional dungeon... it is an alternative dungeon you are required to clear if you side with Jokar in the Colonho questline. I understand you sided with Franzig and cleared the basement of Jokar's house instead
At that point of the main quest, you shouldn't be able to break that particular item... if that's the case please lmk, you probably catched a corner case
I'm enjoying aBfM a lot and really appreciate the creativity that shines thoughout this campaign, so far. I'm about to leave Colonho for the ciphered "LSSPSAI" location , and wanted to say I'm glad you gave choices to select from because I could still figure out the pattern correctly despite not understanding the "vocal birds" clue until afterwards--then it was an "oh of course!" moment.
Before I leave town, I'm considering breaking a certain item in the Palace of Visions. Is this perhaps how to access the 100% optional dungeon you mention in your description? I'm curious how long this excursion will take, because I'm also hot on the trail of Oz and want to complete the tasks entrusted to my party by the Constable.
I'm really enjoying the detective/mystery aspects of your plot--you've made a campaign I'm enjoying way beyond what I was expecting based on the 6-7 Solasta campaigns I've played so far. Well done!
For a more authentic tabletop-like experience (no reloads), you could consider balancing a few encounters accordingly, or maybe mention in the campaign description that while the difficulty is generally mid-easy, certain fights may be tough for non-optimized or poorly equipped groups. Tools like encounter calculators for D&D 5e (e.g., this one) can be helpful for fine-tuning.
Thanks again for all your hard work—I really appreciate it!
(2/2)
Since I’ve experimented with the Solasta dungeon editor myself, I know firsthand how much work goes into scripting, especially given the limited options for complex interactions. (In my memory, the NWN2 editor was much more user-friendly.)
Regarding the challenge I ran into, I should mention that I’m using a non-optimized party with buy-point stats:
Half-Orc Fighter (Commander)
Half-Elf Druid (Circle of Balance)
High-Elf Wizard (Court Mage)
Halfling Bard (College of Lore)
(1/2)
- If for any reasons the dryads come back in counterspell range, you can always bait out the counter with a lvl1 spell like fog cloud or guiding bolt
- At this point you are 3 vs 1 with the bulette, you can either hard-cc it and finish the dryads or go for attrition. Fighter/paladin dodging with shield of faith as a frontline, or a bard viciously mocking it (it has 1 attack per turn) will greatly increase survivability
It's definitely not easy and it may take a couple of tries, but I replayed the encounter this morning with a lvl 3 party with starting equipment and I've almost pulled it off on the first try (dryads dead, bulette down to red but it passed an INT save on the debuff and rolled 3 crits in a row
2/2
My usual "vanilla pregens" run is over 1 year ago now, but I remember beating it with this strategy (I am sure many other players found more efficient ways to solve it, but that's how I rolled):
- Spread out - if you turtle up you're dead. Stealth helps a lot
- Dryads are there to be a nuisance, they have to be separated from the bulette. A good way is to send out someone to harass them in melee (rogue or monk works wonder here). As soon as they are engaged, they will try to cc the harasser and walk away, which is exactly what you want (they'll be out of range for counterspell)
- someone will have to facetank a bulette dive. There are spots (e.g. behind the broken furniture, over the scaffold) where it can't teleport so your casters can be placed there. A familiar (if you have UB) is well spent as a target
1/2
Silver lining: you are playing with UB, so you can flag to enable CTRL-SHIFT-T and CTRL-SHIFT-R to teleport your party where you need.
You can find the flags under gameplay/interface IIRC
Yes, there are not many magic items in act 1, but a few here and there are definitely present. For example the caves in the eastern hills have some named items and random magicals hidden in chests.
On the topic of backpacks, there are a few hidden around in act 2/3, and a dedicated vendor once you reach Colonho (early act 2)
About flying: that's sadly a bug of the dungeon maker. Rule of thumb is that if a walking PC has to jump, fly over is impossible. This means that flying is extremely useful, but just for reaching high ground, bypassing difficult terrain or traps, or the random puzzle that requires to overcome cages (there are none in this campaign IIRC).
This bug also impacts flying npcs, for example there is an area in early act 2 that is clearly designed to provide an encounter (the secondary path through the swamps), but I had awkwardly to move it ahead because the mobs just couldn't move around
The second issue is flying, I don't know if it is a restriction of the world builder but I thought nothing about dumping my wizards physical stats for him being bookish and I knew he would be able to fly pretty quickly - but flying doesn't get you anywhere really, all gaps and obstacles for ppl to jump are not made so you could fly over them so every time there are such 2 spaces he gets incapacited (after he stopped flying cause while flying he can't jump at all)
Greets Tuck
2/2 cause steam won't alow long posts.
I am currently in act2 with my group and only found one armor peace that could be counted and nothing to attune to. Even the vendor after act 1 for preperation of act 2 only sells basic stuff, so it makes kind of sense that there are not even backpacks to be found that would ease up things.
I had my barbarian and druid invisible by my sorc. and long range scouting
but got 'seen' by bugs. But the two of them won that fight with the other two pcs
just passing turns from across the board at entry point.
Then all 4 hit the hag et al. from both sides and finally just shot the bears and wolf
from across the water - after having snuck by them. Fun Times :-)
I'll go back to re-do that bit gladly. Nice work. Enjoying it.
I will try and build a fix, but i am afraid you may be past that with your last savegame. I can only suggest you to reload an earlier save (eg when entering the area) and do the encounters in the right order (wolves first, hags later). TBH I'd cheat them
No exit to be found. Not much blank on map - corners. . . any help?
you need to open the Main Gates on the Main Floor. You need 2 key items, which are actually both pendants, the "golden keystone" dropped by Ozmilla during the fight with the Constable and the "jade keystone" dropped by the Master of Palace in the Office of the Master of Palace, in the Main Floor. You must have killed them already to open the way to the noble floor. I used the exact labels you can find on the level maps for reference. Once you get to the main gates with the keystones, you should look for a dialogue trigger "A door needs a key, or two" which will open the doors
the prison section door is still locked and I think that's the only part I haven't gone? I looted everything and there's no key.
if you just dealt with Ozmilla, you should leave the prison by collecting a double set of keys (you should have them already, Milla has one) and interacting with the main doors located on the main floor of the prison (there is an interactive panel in the guards post besides the door), then talk to the Baron outside and exit to the world map for a new location where you'll find the portal
if you've dealt with Ozmilla's master already, yes it is basically the end. You just have to interact with the portal stone after the deed is completed to trigger the last exit
The first hunting areas are designed to be self-contained, returning to the inn ends this phase of the campaign. you will find resting areas and basic merchants also in eastern and southern areas
Some time ago I had a partial run with automatic translation in my native language (Italian).
I found no issues, but seeing how my (fairly broken) English got misinterpreted was hilarious...
I guess you had a good laugh or two while playing it in Chinese (I think)
- speak to the Constable to report the results of your mission. It will enable an exit
- when you leave the building, you should see an info panel, then you should find yourself in the Greenhaven offices again
- speak to the Constable again. She will have 2 other NPCs with her this time and will give you the next mission
- Leave the building. You should see the world map, and scrolling to the left there will be a new destination (Colonho)
Is this what happened to you? Which step are you stuck on?
the cypher says: "plus 2 'vocal' birds" and "minus 4 'consonant' monkeys". If you get the 'consonant' part, it should be easy to relate 'vocal' to 'vowel' (or so I hope)