Solasta: Crown of the Magister

Solasta: Crown of the Magister

Lifting the Siege
126 Comments
Bargar  [author] 21 Jul @ 12:02pm 
@Wynter Knight Thank you for playing, I am really glad that you enjoyed it.
Wynter Knight 19 Jul @ 3:47pm 
In a word: Excellent! 10/10
The maps, the story narrative and the difficulty were spot on.
Easily the best custom ADV I have played...the Dev's should be paying you!:steamhappy:
Bargar  [author] 8 Feb @ 11:59am 
@DrFate I am really pleased that you enjoyed my campaign. Thank you for playing.
DrFate 3 Feb @ 1:45pm 
Bargar, thanks for an amazing adventure. Well thought out. Great story. VERY fun strategic comments. Wish I could buy you a beer or coffee to say thanks. One of the best adventures I have played. Cheers.
Bargar  [author] 25 Jan @ 12:30am 
@ dewamann Just tested it - the box pushes into the pillar. Maybe access is being blocked by other party members. Try to select one character and walk them over to the box alone.
dewamann 24 Jan @ 5:44pm 
Box in front of that crawl space doesn’t move
Bargar  [author] 19 Jan @ 4:52pm 
@DrFate you need to find the key in the room in the NE corner - use the crawl-space in the room to trigger the first sliding panel in the room.
DrFate 19 Jan @ 11:36am 
This is a great adventure. Having a lot of fun. I think I missed something. I cannot seem to get into King Orsokon's Mausoleum. Any hints? Thanks again for your hard work.
Bargar  [author] 9 Jan @ 1:01pm 
@hellika Thank you for your positive review. I am really pleased that you enjoyed the campaign.
hellika 9 Jan @ 1:08am 
Okay. I finished the campaign. 10 out of 10 for sure. An attention to details is incredible. The story is interesting and full of small things which were keeping me curious all the time (it never was just boring "open the door - kill - loot - repeat). It took me about a week to complete the game. And it took 42 in-game days for my characters. They moved from level 1 to level 13. Once again, awesome job, thanks!
PS: please, make more campaigns :cozysmitedaji:
Bargar  [author] 7 Jan @ 2:00am 
@hellika I am glad that you are enjoying the campaign. Hopefully you will also find the remainder of the adventure just as enjoyable.
hellika 4 Jan @ 4:50pm 
I am currently playing it after the main campaign and 2 DLC campaigns. It feels like another DLC - the quality is very high! I like the story a lot and just everything! Thanks for creating and sharing it! Excellent job!:steamthumbsup:
Bargar  [author] 15 Dec, 2024 @ 2:52am 
@managerimankeli I am glad that you enjoyed my campaign. Thank you for playing and for your constructive comments. It would be too big a change to redo the commercial area for this mod but I will certainly bear your comments in mind if I produce another campaign.
managerimankeli 13 Dec, 2024 @ 11:11pm 
Finished the campaign and I liked it a lot, good job! Combat was especially good and I liked the sections where resting is limited, as that adds extra tension for managing resources in combat. Things I'd improve include making shopping/crafting more streamlined by limiting the number of shops and centralizing them to the same area, as end game crafting was time consuming despite the shop teleporters. By end game combat difficulty became a bit on the easy side too, especially with the ample heroism, haste and strength potions provided, though I'm sure my UB mod played a part in this too. Thanks for the great mod!
Bargar  [author] 9 Dec, 2024 @ 2:11pm 
@Sigismund I am afraid this is not a quest, it was just included to add a bit of flavour and depth to the city. I had thought about making it a quest but it seemed to be too insignificant compared to main story-line quests that are coming up.
Sigismund 9 Dec, 2024 @ 12:33pm 
@bargar
So there is a bounty board. With Mack the knife, dirty harry and another guy (cannot remember the name.) You can find the three guys inside of a inn. Is it possible to actually complete this? Like can you start this as a quest? If so, where do I go to pick it up? or is this just an easter egg with no interactivity aside from the joke?
Bargar  [author] 29 Oct, 2024 @ 1:10am 
@Moose I am really pleased that you enjoyed my campaign. Thank you for playing and your comprehensive review.
Moose 28 Oct, 2024 @ 12:05pm 
Just played to completion and thoroughly enjoyed this campaign.
There is a lot more content than I was expecting - making it a good-sized, meaty and satisfying play experience.
A lot of encounters featured a huge roster of enemies to fight through, and I really enjoyed the challenge of managing whatever resources you had to whittle down the hordes of monsters coming at you.
I think Bargar wrote this to provide players what they want - loads of combat, loads of loot and loads of magic items - you can really get tooled up - and you need it for a few of the encounters, especially the last one.
The humour and cultural references liberally sprinkled through the campaign add a sense of fun.
Highly recommended - thank you Bargar.
Bargar  [author] 9 Oct, 2024 @ 6:49am 
@drisky49 You can do that section of the labyrinth without dying. To get across the labyrinth traps you need to select a single character. The character then pushes stone blocks over the traps: they can then stand on the blocks without setting them off, in order to bypass the traps. There is keyhole behind the door at the end of the room. This deactivates the traps (although they still look red), allowing the whole party to cross to the other side.
drisky49 7 Oct, 2024 @ 5:47am 
I found a key in the labyrinth for the floor traps but cant find a way to use it, I had enough revivify scrolls to brute force my way to the door but It wont even let me walk to the door. Is this a glitch? or can someone tell me what im missing?
Bargar  [author] 3 Aug, 2024 @ 6:34am 
@Arkayn I am glad that you are enjoying the campaign. Whilst I think that the "Charge of the Light Brigade" is the best quest-line in the campaign, I hope that there is still plenty for you to enjoy in the remainder of the adventure.
Arkayn 2 Aug, 2024 @ 8:25am 
Still progressing with this (just done the cavalry bit). I very rarely post but this is an excellent campaign so far so I thought i would make an exception and say so. Enjoying it immensely. Thanks for all the effort you have put into this.
Bargar  [author] 26 Jul, 2024 @ 2:51am 
@walkabout2001 Thank you for playing my campaign: I am glad that you enjoyed it. I am sorry that you couldn't progress after the final fight. This might be due to a patch that upgraded the Final Boss difficulty. I have pasted the final Epilogue here, if you wish to read it: https://steamhost.cn/steamcommunity_com/app/1096530/discussions/4/3803904095526185081/
walkabout2001 25 Jul, 2024 @ 6:13pm 
just want to add to bargar..great job mate. i love your humour , i am old school so i got it. Great game .
walkabout2001 25 Jul, 2024 @ 6:11pm 
help. spoiler alert......
got right up to level 12. just killed the lich {emporeror} cannot move out of that room with the crosslights. and doors.
Bargar  [author] 24 Jun, 2024 @ 5:41pm 
@rogerhwbaxter I have re-patched to avoid anyone else soft-locking themselves out of the Valley of Death Quest. I have also created a separate quest line for you, so that you can rejoin the Main Quest Line. See Patch Notes Version 1.06 for instructions. I hope that this works for you. Good Luck :)
rogerhwbaxter 20 Jun, 2024 @ 8:38am 
Thanks Bargar, that's really appreciated!
Bargar  [author] 20 Jun, 2024 @ 6:21am 
@rogerhwbaxter Unfortunately you have managed to soft-lock yourself out from the Main Quest line. I am not around for the weekend but will be putting out a patch next week to stop this happening again. If you wait for the patch before continuing, I believe (hope) that this will incorporate a workaround that will enable you to rejoin the Main Quest line. Alternatively, you will need to use a save created before entering the Valley of Death Map.
rogerhwbaxter 19 Jun, 2024 @ 3:54pm 
Hi Bargar, on a second playthrough and think I may have soft-locked myself into Chapter 4's Valley of Death - having healed up in Temnos, I thought had no need to rest in the Cavalry Fortress itself before going into the Light Brigade scenario proper. I've completed the three redoubts - again, great map design - before heading back to the fortress, where I rested, at which point the quest starts triggering for the whole scenario as if it's the night before it all happens. Absolutely my own fault, but I assumed that taking a rest in the fort was flavour rather than mechanical.
Bargar  [author] 26 May, 2024 @ 8:31am 
I have increased the difficulty of the Final Battle, following a number of comments that this fight was too easy.
Bargar  [author] 22 May, 2024 @ 1:05am 
@ResumeMan Thank you for playing: I am glad that you enjoyed my Campaign.

With regard to your comment on the final battle, your suggestion was how I originally intended the fight to play out. However, due to the limitations of the Dungeon Maker, I could not get this to work at the time. I will have another long think about it and see if I can find a work-around so that I can implement this intended ending.
ResumeMan 19 May, 2024 @ 11:36pm 
2/2 3. The chess board was fun. Nothing terribly interesting in the fight or anything, it was just a fight. But the story of it was kind of neat.

4. Yeah, the final battle was pretty anticlimactic. After we defeated the shards, that shoulda just removed the lich's protection, so we have to fight the powerful undead - not have him just die!

All in all a great adventure and I hope you're writing more of them.
ResumeMan 19 May, 2024 @ 11:36pm 
1/2 This is a good one. A fun adventure (linear, but engaging). I like a couple of the things you did that I haven't seen much.

I played 6-man with UB. There were no problems. All the teleporters worked fine, though usually needing to use the pause trick. Actually if you just made sure to leave one open space on the other side of each teleporter, the party could run "through" it rather than just into it, and the teleporter would activate.

1. Having the party captured and lose all their stuff, and having to gradually gear back up. It was a fun twist in the plot and new goal. I didn't appreciate having my wiz lose her spell book tho, but otherwise it was well done.

2. Extensive use of teleporters to avoid loading screens. Other campaigns use this too of course, but I can't recall seeing it done *in* a town to bounce between shops without loading new maps.
brooksalexanderrogers 23 Mar, 2024 @ 1:47am 
I'm going to echo what others have said here in that the combat in this campaign is simply too easy. Even when you pump up the enemies' HP and damage dealt, the combat is still a cakewalk.
Bargar  [author] 8 Mar, 2024 @ 11:47am 
@charles_watkins Thank you for the information.
charles_watkins 8 Mar, 2024 @ 9:55am 
Just want to note that I used UB and saw no problems.
Zoli 15 Feb, 2024 @ 10:48am 
I mean

There are 3 sorak groups with wizards and none had the chance to attack my group. The boss didn't make it through the river because I was curious and sent a single hero through it to attack and quickly retreat. The very first sorak group was easy, all other groups provided zero challenge. Not low, but zero. If six wizards are too many helpers, remove some.
I know we cannot use those fire prot rings but they are just ridiculous. Whatever, not a critical issue.
An idea: In the final battle maybe the boss shouldn't die quickly after the guards but he might lose 10-20 HP every turn and fight. He could curse the party, I mean text lines. Like I will die but you will come with me blah blah.
Bargar  [author] 15 Feb, 2024 @ 9:28am 
@Zoli (2)There were a lot of fire resistance rings dropped in Chapter 6. these were provided by the Emperor to give fire resistance to the mobs that operated out of the lava caves. Even if you sold them all, there is nothing worthwhile to buy at this stage of the game.

I have also made a workaround to address the issue you had in the Emperor's Palace. I had forgotten about true seeing.
Bargar  [author] 15 Feb, 2024 @ 9:26am 
@Zoli (1) thank you for playing and your comprehensive review.

I have had some differing comments on the difficulty levels: using the correct tactics makes some of the fights a lot easier. The Sorraks encounter was designed so that the casters stayed on the other side of the river, allowing the party to divide and conquer. The encounter would have overwhelmed a four man party without that constraint. Having said that, there does seem to be a consensus that the last three or four maps (after crossing the river in the Sorrak lands) should have been more challenging. Play balancing gets more and more difficult as you get further into a campaign. I will endeavour to do more end-game play testing in my next game.

When selling loot, the vendors offered the default percentage rates of purchase price. As you stated, this probably resulted in the party becoming overly rich. I will consider the world economy more carefully in my next campaign.
Zoli 13 Feb, 2024 @ 6:30pm 
After reading the warning about UB, I played with vanilla classes, feats and everything. I had a judgement paladin, battle cleric, shock arcanist, timekeeper warlock.
Zoli 13 Feb, 2024 @ 5:49pm 
Part 3
-Emperors palace, Throne room with Orenetis. Instead of talking with him, I found the 2 secret doors, opened one, but only 2 enemies appeared. There were 2 other enemies in the initiative order, but they didn't appear. The other door didn't open in battle, I wasn't able to open it, and the area effects didn't damage anybody in the other little room (bad luck maybe). Some swithes to hidden doors didn't work. The same place, I get the message about the emperor sitting on the throne after I killed him. Yes, I entered the room from the another side.
-The final boss fight is very easy. You should delete the corridor entirely. And buff the guardians.
Zoli 13 Feb, 2024 @ 5:49pm 
Part 2
-The str 25 belt is not a big deal if I have str 23 and 21 belts already from Temnon. I would delete those belts entirely from the shops.
-The first sorak map is ridiculously easy. Nobody can fly over the river, so ALL the enemy wizards spent their time flying around and doing a big nothing until we shot them one by one. Including the boss and his group. I didn't even have pass without trace. No long rest was required between the sorak groups. Delete the entire river to make this level work at all. If it's not possible, try to place at least 2 bridges. However, they will only work if flying above them is possible. And the soraks have very few HPs. I would double the amount.
Zoli 13 Feb, 2024 @ 5:48pm 
Story: 80% The basic idea is good, sometimes far-fetched, but I didn't get bored.
Gameplay: 50% Many fights are too easy, especially at the end. There are a few bugs and some work would be needed to overcome the limitations of the engine.
-The ideas are cool. Especially the loss of equipment. I liked the broken sword was viable even when I got it again.
-There is an insane amount of strong magic items. And others, too. I found 27 fire resistance rings during the campaign. At level 8 I had punisher battle axe, lightbringer greatsword, str 23 and 21 belts, lightning wand, thicket wand and smaller ones I don't remember. That's a lot. Mostly because the special merchants in Temnon give too much for our loot. Around 60% IIRC. They make the game easy from level 6. There are other merchants who pay this much, too.
-The gate bastion fight was okay, but the last wave could have 2 more enemies coming from a distance. Btw I play on scavenger (4th diff).
Bargar  [author] 24 Jan, 2024 @ 3:20am 
@Tingly You may have a fair point. Although the overall plot and set piece battles/quests are gritty, there are many lighter moments and numerous references to movies, literature and history. I have removed the word gritty from the description to avoid further confusion.
Tingly 22 Jan, 2024 @ 10:12pm 
I am a little puzzled that something described as 'a gritty story-driven full campaign' seems to get into wacky references and comedy bits so often. It's not necessarily a bad thing, but it's a little off-putting to have my expectations thrown off like that. I can't tell if the creator is maybe lacking confidence in the serious elements of the story, or if hard swings in mood and tone were the intention from the beginning. Or something else entirely.
Bargar  [author] 4 Jan, 2024 @ 10:39am 
@d36williams I am glad that you enjoyed it. thank you for playing.
d36williams 2 Jan, 2024 @ 5:11pm 
I really enjoyed it thanks!
Artyoan 10 Dec, 2023 @ 2:56pm 
That makes sense. I try to include some reasoning for why most encounters are there too, for the sake of world building.

I take my dog on long walks just so I can think a bit more about how I want the story to progress or how I should try to get quests to work. Lots of time spent both within the DM and just thinking about it before it really starts to take shape. Feels great when it's done though.

Thanks for taking the time to make it, Bargar! :steamthumbsup:
Bargar  [author] 10 Dec, 2023 @ 2:24pm 
@artyoan Thank you for playing: I am really glad that you enjoyed it. I feel honoured getting such a positive review from an accomplished campaign designer like yourself. The campaign took me about 1200 hours plus thinking time to create.

WRT your spoiler question: I always tried to have a mental justification of why Mobs and NPCs were there, what they were doing and how it fitted into the overall world and ongoing war. I wanted to portray the Emperor as more of a Machiavellian strategist who, in his aim at world domination, would use not only fear (e.g. brutally executing thousands of POWs in a single field, like Vlad the Impaler) and military campaigns, but also make use of diplomacy and alliances, and to allow City States that were aligned with his cause to have more autonomy. Having an (inaccessible) Fire Giant City State allied to the Emperor's HQ seemed to fit the narrative a lot better than “I just wanted some Fire Giants in the Lava Caves.”
Artyoan 10 Dec, 2023 @ 12:00pm 
I also just finished it, Bargar. Very nice, especially liked the first half with the party struggling on their quest, and the reactivity of the NPC's to the party being in a rough shape versus after having a nice cleaning. The city having all those custom vendors was also very nice. That had to take quite a while to set up.

I was curious if the Giant City was something you were intending to create or if the intent was always to allude to it being there but not to access it.