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Personal notes are:
Roaming the Castle is a bit frustrating being a maze with a lot of uneventful rooms.
Strahd himself could have been a more challenging encounter.
Would be cool to have some more outside content, exploring werewolf and stuff.
Amazing content i personally rate it very high, dropped the Ice DLC for this out of boredom.
Thank you!
But with that being said, I am amazed at the level of detail and care that went into this!
BY the way, a minor nitpick: Sergei is called 'sergi' in a lot of places...and then Sergei correctly near the end.
But that being said, you're amazing!
What should happen (how it works) :
1) After you defeat the named mob Strahd von Zarovich - The quest "The Curse" advances a step, updating the variable 'TheFinalAct' to '1'
** quest log should show: "Destroy the Vampire" **
2) After 1 round 6 more zombies (3 per side) should spawn in and an area activator in front of the coffin becomes active. When you step into it, a weakened Strahd 'Vampire' will spawn near the coffin.
I know the activators and detectors can be glitchy in the game itself, but if you encounter the final 6 zombies then the area activator SHOULD be active since they are triggered by the same variable change detector.
Unfortunately I haven't been able to reproduce the error you described.
My quest log says, "Strahd has been defeated, now he must be destroyed," despite my party never having battled him. Pretty sure that's the source of the bug.
In the tavern, after the bartender refers us to someone by the fireplace, that someone is facing a chair, making the party unable to converse with them.
Amazing so far, but this completely stops the progression.
Please help !
Not sure what you mean when you say you 'cannot defeat the vampire'. Is he too tough, you can't find him? he's not spawning?
He should spawn directly behind the casket and be significantly weaker then his prior incarnation. The mob may or may not move out to engage. If a character is standing in the square in which he is suppose to spawn, I am not sure if that will prevent him from appearing.
I tried to get my daughter who is big into World of Warcraft to play but she wasn't that interested! Too different and not "flashy" enough.
Unfortunately - there is no way back to the village after entering the castle. My apologies on that and on the fact that I cannot give you a clear answer on what content came from which DLC as I didn't see it identified when using Dungeon Maker.
Good Luck!
1) The party obtains the Icon of Ravenloft
2) Madame Eva reveals the location of "The Key" (Icon of Ravenloft) as being in a "Knight's Tomb"
Recall Strahd said in his journal he will "...seal shut the stairs [ to the Catacombs]...so that none may disturb me". Only the power of the Holy Icon can break his spell and allow entrance to the catacombs.
I'll see if I can add some dialog indicating you are missing an item or something to that affect.
Unfortunately I missed your comment "Settings and items from 'The Lost Valley' and 'Ice Palace' are used." We only have the base game - so I'm surprised it let us start the campaign. Surprisingly the campaign has run totally fine so far. The only oddness we've found is that some saved games can't be loaded with the "Missing DLC" error. However, if we go to some locations before saving, we can load from there. Unsure if we'll be able to finish the campaign this way. we're level 5 now at the Chapel. With any luck we'll be able to get back to the town store to save the game after each major accomplishment. :D
Appreciate your efforts on this enjoyable campaign. I suggest mentioning the DLC in the description as well. Thanks again!
The golems drop stones that allow you to open the door.
I see the confusing text in the quest log - that's a typo. Sorry for the confusion.
One thing I did notice is that the Catacombs location is available by default which was not intended to be the case. It shouldn't cause any issues other than if you approach Strahd's door without the icon, you simply get the standard message telling you you can't open the door - nothing fancy.
Interesting issue about not letting you in the tomb.
There is a dialogue activation at the door of the tomb which assumes you have the icon - else how would you be where you are. After the text, the door is hard locked with the key being the icon itself. I'll try to reproduce the error.
If you were teleported into Strahd's tomb by a trap - that may have affected the sequencing. I admit I haven't tried that in my play throughs
I can't imagine how you would have an older version but make sure you have ver. 4.5
Aksha should have dropped her broach "Aksha's Broach" which is represented as an amethyst gem. You should be able to present it to Lief immediately after obtaining the quest to complete it.
I'll check on that to make sure she and Lief are working correctly
Balancing is always tough...Divine Resistance makes sense as it is certainly something Strahd would inherently seek to cultivate - good suggestion!
BUG NOTES:
Item Locations:
The locations of all the named items: The Sunsword, Icon of Ravenloft and Tome of Strahd all spawn randomly with each playthrough. I don't believe any of them spawn in unreachable places - e.g. the Icon spawning in the crypts which requires you to have the icon to gain access.
Pay attention to the cards Madame Eva presents as they give clues to the location for each item.
Strahd Spawning behind the coffin:
Its the NPC I chose to customize for the 'defeated' Strahd. It doesn't seem to come out to engage. I'll fix that. Good suggestion for boosting his resistance.
Never found the Sunsword.
Quite easy even on Scavenger. But this allowed more focus on exploration of the excellent maps and castle layout. Since it all builds to Strahd, the final battle should be harder...
We can assume every party has the Sunsword and shouldn't be fighting in the dark. Strahd was dead before the second wave of zombies. Then he re-spawned behind the coffin so he couldn't immediately rejoin the fight. I'd have him re-spawn on the room side of the coffin and give Strahd 50% resistance to Divine damage so he can't be two-rounded by a hasted Paladin using the Storm Giant Strength potion.
I like that there's no way back to town. But I would add to the vendor at Ravenloft: 4 rings of darkvision and 4 sets of boots of striding. Those items even out the racial disparities related to light and move speed to level the playing field. Overall I liked being forced to adapt to the items acquired through conquest.
Spoilers
Strahd appeared in his tomb and immediately resurrected upon death, but didnt rejoin the battle. I'm wondering if this is a bug to do with the journal entry bug I've mentioned.
Another bug was that I killed the vampire wife before speaking with the accountant, and had no way to inform him of her demise. I had to reload, speak to him first, and then go kill the vampire wife.
Why is this happening?
It does however add some content from the book I Strahd: The Memoirs of a Vampire by P.N. Elrod regarding the story lines surrounding the wedding of Tatyana and Sergi and the murder of the later by Strahd himself to seal his pact with death and become the Vampyre.
All that to say - the characters wouldn't know where the stairs are going other than up or down
I honestly don't know what items/mobs came from which expansions as I don't recall them being identified by expansion in the selection gallery windows. I grabbed what I liked the look of without consideration of which expansion it may have come, but that turned out to bite me when trying to publish and accurately determine what expansions were required. Not sure what happens if you try to play it without...<crosses fingers>
Unfortunately, I have encountered an issue at the final hurdle that has prevented me from confronting Strahd in his tomb after the text-cutscene with the Icon where it glows and opens the door. Trying to open the door simply gives me a message telling me it cannot be opened. I also note that my quest log says "Strahd has been defeated, now he must be destroyed" despite my party never having battled him.
I'm conscious that the issue might be something on my end given that no-one else has reported it, but I thought I should at least post anyway.
i feel the base game is best and theres no need for expansions other than modules.
in saying that.
Is there any way of playing this module without the inner strength exp?
Still tweaking.
A reminder that quest item locations and staged encounters are random so it should be noticeably different on each play through.
I am also interested in what you think about the level of lore/dialog reading there is. I had a lot more but scaled it back because, you know, 'UGH...reading!' I added some back in as contextual virtual dialog clickies, but felt that too may be adding too much distraction. Thoughts?
You suggested that we take Short Rests to advance the in-game clock so that it is almost always dark outside, which is a great idea, but are there specific points that we should do that or just whenever it is daylight?
In the latest 4.4 build I created a separate faction change quest for that location to use and it seems to work reliably in play testing.