Solasta: Crown of the Magister

Solasta: Crown of the Magister

Revenge of Xarr-Zuul
324 Comments
gamerhawaii 5 Aug @ 5:10pm 
@el santos Thank you! I cannot play for a few days, so I cannot verify, but what you say makes total sense. I can definitely get to the door you said and it is locked. But I did not realize there was a mechanism next to it to open it. (Even though I can see through the map there, so I had gone that way earlier in the plot!) Because so many of the doors just say you cannot open and there is nothing you can do to open them until the plot advances I did not think to look for the mechanism when I got the locked message. Anyway, I figured it was operator error, but I could not find it without your help. Thanks again!
El Santos  [author] 5 Aug @ 3:50am 
@gamerhawaii thanks for the details. I'm not sure Fonzosh has that same issue, he is having a problem entering the catacomb the first time, same as another user who found out it was a conflict with UB making some objects not interactable. Anyways, about your issue: the way to the woodlands is definitely through the 'goblin village' area. Do you make it to the goblin village but then the doors are locked? Or can't you even get to the goblin village? If you do, you have to go through the gate north of the goblin village to find the way to the woodlands. That gate should be opened by a mechanism in the walls, doesn't it work? Let me know if I missed smthg.
gamerhawaii 2 Aug @ 4:02pm 
thanks for responding. I am not using any mods.

Not picking up the specter seems like it could be the issue for Fonzosh. If he completed the level but did not grab the scepter, I think he would have the issue he seems to have.

For other item, the plot says to go back to the woods via the sewers. I have gone to the large sewers area from the stronghold. In the large sewer map, there are two doors that are still unlockable and one place where it looks like there is a crawl space I should be able to go through but I cannot. The only exit that does not go back to the city is to the go to the goblin town area. But all the doors are now locked in that area as well.

I am sure that the exit is there and I am just missing it, but I have gone back over all the maps from the stronghold through the sewers multiple times and cannot find the spot. If you can give me a location (like "near the Nest exit" or something like that), maybe I can hunt for it from there.
El Santos  [author] 2 Aug @ 4:52am 
gamerhawaii thanks for your feedback, I'm pretty sure you should be able to go back to the tomb when you haven't completed the sceptre quest, but I'll look into it to try ad understand what could've gone wrong there. About the other thing under spoiler: it's definitely possible to go back to the woodlands to continue the quest. Done it hundreds of times, and so have many other people. You did go through the Stronghold's dungeons,then back to the sewers, I suppose? I need more details to be able to help. Maybe also tell me what does the quest task say at this time. And, are you using any mods? [/b]. Thanks
El Santos  [author] 2 Aug @ 4:45am 
@barbwire sorry for the late reply, like I said to the other user, I have been away and off the computer for some time. If you're still stuck, can you please share some more details with me, what you said in your post is a bit too vague to be able to address the problem. Thanks
El Santos  [author] 2 Aug @ 4:42am 
@Fonzosh sorry for replying after this long time, I have been on vacation and just recently came back. Sorry to hear that mate, unfortunately that is a strange bug that happens, for what I understood, because of some interaction with UB mod. I doubt I can find a solution personally because I rarely play tha campaign lately and when I do I use no mods to make sure it's compatible with vanilla game. I hope some other user can help you. Thanks for your patience.
gamerhawaii 31 Jul @ 12:32pm 
Found one thing I believe is a bug. When clearing second level of tomb, I did not take the sceptre as I just missed that lootable spot since it does not show on the map. Once I left, then all entrances back to the level no longer work, so I could not get the sceptre and advance the plot. (Fortunately I had a save right before leaving the tomb.)

But I also cannot get back to the tomb to finish the story after the big fights at the stronghold. I know they say to take the tunnels, but no matter where I go, there are no exits to anywhere that gets you back to the woods or the tomb. Only place I can get back to is the city and that does not help. All other exits end up with locked doors that will not open even if I had previously gone to those spots. That includes trying to go through the goblin area. From another post it seems like a new exit is supposed to show up in the sewers but not finding it.
Fonzosh 23 Jul @ 2:05am 
@el santos Sorry, cant get it to work. If ýou ever find a solution to this problem, Please post this. I would love to redoing it, but right now it feels oh so frustrating leaving a module after several hours of gameplay and without coming to a conclusion. If it helps, I can send you the save game file so maybe you can figure it out.
barbwire 12 Jul @ 7:58pm 
I found the way out of xarr-zull's tomb but did not find his tomb and I am stuck, anyone got a map?
McDoon 10 Jul @ 4:43am 
This is an excellent campaign. I really enjoyed it! Thank You!
El Santos  [author] 29 Jun @ 5:14am 
@Fonzosh so, I confirm you are in the right place at the right time, the 'attack' part of the campaign is for much later. Now, though, you should be able to move the crate and, more important, you should be able to go through the door to the north, where you can find 2 switches to open a couple of secret passages and continue. If these things are not 'interactable' then you are having some glitch. It could have something to do with UB and/or D&D 2025 rules, and sounds very similar to what another user, Wastingx was having. He managed to sort it out, you can see the whole dialogue starting from the 2nd of April, maybe it can help you too...
Fonzosh 28 Jun @ 6:12am 
Thanks for the reply. Just so you now, Im playing with UB.

The main Quest is right now at "Delve into Xaar Zuuls Tomb". No other quest is highlighted (ive completed all of them). Cant find a map name (written only "Custom") but it is below the first level of the tomb (you get down there by finding the 2 hidden buttons and open the secret doors) and on the map the way point says "Subterranean Nexus". I cant go forward (a door and a crate that I cant interact with) and the way back is closed in by rubble. I scanned the whole room several times and even lighted the 6 torches that are place there. Ive tried to reload the level before and went back to the town and nothing happens.

Please feel free to wright if you need more info. So, is there a way to get on with the game?
El Santos  [author] 26 Jun @ 9:42am 
@Fonzosh again, sorry about the late reply. if this is the first time you explore the tomb then it's a different part of the story from what drmmk was talking about, so I don't think you should worry about any attacks . What is your main quest telling you to do at the moment? In what map are you? The Catacomb? What part of the map are you talking about? The 'Subterranean Nexus'?Could you please check the map name and tell me what place you are in, by reading the 'map waypoint' if there is one?
El Santos  [author] 26 Jun @ 9:31am 
@Fonzosh sorry it takes me ages to reply in this period, have been too busy. Thank you for the feedback, I have been thinking about adding low level quests, especially since I want to slow down the leveling up process, and I appreciate your ideas, some similar to mine, some new. Thank you. About the difficulty, yes, I wanted this campaign to be quite hard but nothing is impossible, mostly it's a matter of finding what is achievable, level up, then go back to a harder one.
Fonzosh 19 Jun @ 11:06am 
Help, Im stuck!!!!

So, I have located the Tomb, opened it and cleared lvl 1. I opened down to the second sublevel and there I enter a small room with only a door and a crate to interact with. Nothing happens at all. Then I read that drmmk had the same problem and he talked about an attack on the town. I havent had an attack on town and no one in the castle wants to talk to me (the duke just tells me to go away). So what is the problem? How do I activate the attack on the town?
Fonzosh 17 Jun @ 1:57pm 
@el Santos Good to hear. Im playing with the "as close to PnP" ruleset as possible and some encounters has been hellish (a certain witch springs to mind) . The only thing I would make better (not finished the mod yet, so it might show up) is adding some low level quests. As of now I know several locations for these since they are already in game
1. a merchant inside the Pub that wants you to clear out the goblins near the north road
2. A wizard wanting mintoaur heads (they are already flagged as quest items so I suppose that this is the plan)
3. Maybe a low level quest to bring in the bounty on a thieves guild person

High level quests are good (I dont know how high since playing with PnP rules are infininetely harder) For example the frost/storm giants I ran into today was hacking me so much I had to reload but I would love to see some more low level ones.
El Santos  [author] 13 Jun @ 6:24am 
@Kulbaen sorry to hear someone is not having fun, but I am afraid there's nothing I can do about it. You see, campaign creators cannot give any instructions to the A.I. of NPCs and monsters. There's no option whatsoever to modify the AI behaviour when you create a campaign. You can only place monsters in a place and they will behave according to how they have been programmed by the creators of Solasta. And to be honest, hitting on weak enemies is what they usually do as far as I know. Are you sure you don't have any options to make the AI more ruthless activated? Or it could be the case of some encounters being too difficult for the PCs level, which exacerbates that frustration. Then I can only recommend you to go look for some easier encounter and come back later. Sorry mate, what's happening does not depend on the campaign.
El Santos  [author] 13 Jun @ 6:18am 
@Fonzosh hey mate, thanks for the appreciation and don't worry, I WAS lying. I mean, it's true it takes you from level 1 to 16, but only if you have no mods that allow you to reach higher levels. In that case, you can probably get up to more than 20, and if you don't use mods you'll still have a lot to do in the game once you reach 16th level. So much so that in fact I am working on a version of the campaign that will be giving less XPs so that it will actually take longer to reach 16 th level, resulting in a more difficult challenge towards the end.
Kulbaen 9 Jun @ 9:33pm 
Hey El Santos,

I play with some new players as a fun evening thing we can do together. We play on Authentic, and I try to make changes as needed so everyone is having fun.

What's happening is opponents always attack whichever character has the lowest hit points no matter what. The players have learned to use potions to bring up downed players. The problem is that no matter what the group does to try to protect the downed player once they are up, they are always targeted again by the next opponents in initiative since they still have the lowest hp. It is making one of our players not want to play anymore, so I thought I would ask for some help or direction on it?

This is the only player campaign that we've played that had this behavior and I want everyone to continue having fun. I have checked and we are not running with Deadlier or anything. If you could shed a bit of light on this or point me in the right direction, I'd greatly appreciate it. Thanks in advance for the help!
Fonzosh 6 Jun @ 7:27am 
I am midway through this mod and I dont want it to end. Magical city, lots of custom items and monster, good quests and everything you could ask. I hope this continues and since Im playing with Unfinished Business I hope the creator is lying when saying "from level 1 to 16". Its magical and according to me even better than the base game!!!! Love it!! Keep up the good work!:lunar2019grinningpig:
El Santos  [author] 8 May @ 9:36am 
@drmmk hey mate, I think if you headed back to the tomb being still at the 'Locate the Duke etc.' stage, then that's the problem. You have to find the Duke at the Stronghold first. You probably couldn't find him because of those doors you didn't open. You need the Ducal Crest Key which can be found in the 'Lounge' room on 1st floor. Once you find the Duke the quest will change and tell you to go back to the tomb. Then the doors to 'Xarr-Zuul hidden tomb' should work properly. Maybe reload from a save BEFORE you went back there for nothing, just to be sure you haven't screwed some activators in the process...
drmmk 6 May @ 6:21am 
One more (and this time I scrubbed through ALL the comments): I am very end game (pretty sure) at the'Locate and aid the Duke's family' stage after the town is invaded. I cleared as much of the palace that I could (still one or two locked doors I couldn't open), searched sewers from what looked like a new access, made it to the woodlands and found new enemies (breadcrumbs, I assume) headed back to the Xarr-Zuul's tomb and found more new enemies (more breadcrumbs) in a newly opened room, and a waypoint to Exit to Xarr-Zuul's hidden tomb. That ends in a locked door I can't open and no teleport/door out of the map on the other side of it. Did a miss a key or button somewhere? I think I pressed every button in the place and stepped on both of the pressure plates... The campaign is awesome and I've been having a lot of fun! I'm eager to see the end game play out :)
drmmk 4 May @ 9:14am 
Thank you!
El Santos  [author] 4 May @ 2:48am 
@drmmk hi there, here's help, I hope: you have all the 3 quest items, you say. But did you 'use' them to open the doors? You know, there are 3 pillars nearby, shining with red, blue and green light, and you have three gems of matching colours...
drmmk 3 May @ 7:45am 
I searched through a few pages of comments to see if this was answered already (apologies if it was deeper than that). I am at 'Return to the Tomb' stage of Cursed Woodland quest and I can't access the door to the tomb. There is still some non-pathable issue in the door activation square. I have all of the quest item and that square doesn't have the squiggly yellow lines for the prior dialog so it seems like something has been triggered, but ?? Any help? Thanks in advance!
El Santos  [author] 30 Apr @ 10:37am 
@Shells I'm afraid I can't help with that (unless it comes up there's a specific item causing this technical issue). So far it has happened only once, to another user who was using some UB too, so I guess it could be linked to that. You can check yourself wastingx posts on the 6th of april and maybe the way he resolved it can help you too...
Shells 27 Apr @ 11:58am 
Thanks, El Santos, found the remains.

Now I'm stuck again in "The Tomb". The game bugs out upon entering/loading lv, when you are told the wall collapsed behind you. The mouse cursor briefly disappears, and as soon as my party arrives in lv 2 the cursor reappears, but I can no longer save the game (neither quicksave nor menu work). Furthermore, there is a secret wall, a stone block and a regular door, and I am unable to interact with any of these.

Any idea? This kind of technical issue didn't happen before; the whole campaign worked flawlessly so far. Basically I am stuck with my savegame at the end of level 1 of The Tomb.

Some info: I am on the latest game version and using Unfinished Business. Savegames go into seperate campaign folders. (UB option IIRC)
El Santos  [author] 26 Apr @ 3:39am 
@Shells Hey there, thank you for reaching out. Glad you are enjoying the campaign. As for spoiling you: Othamar is in the 'Abandoned Campsite' north of the 'Woodlands' map. You fight some orcs there. Lore-wise, this is the very campsite where the party lost their first member. Othamar's corpse lies in the TENT to the east of the camp. There's an 'interactable' bit there, if you examine it you will a short dialogue about Othamar and solve your quest step.
Shells 25 Apr @ 11:08pm 
Excellent campaign, thank you so much for this, El Santos! Love the world building/level design, also the fact that the difficulty is a bit higher than in the original.

I have one question, pls: I have found the other three, but the location of Othamar (the fighter) in the woodlands escapes me though I have completely explored the two woods maps. Could someone please spoil me?
El Santos  [author] 12 Apr @ 3:48am 
@USAF-GeneralMalaise oh no! To be honest I had that issue (the one that got Lady Magdel stuck on 'Hurry') fixed, at the time. As I have now fixed the issue you had with that exit, so it won't happen again. how did you manage to get Magdel stuck again, I have no idea. I'd probably need a lot of details to sort that out. Sure not because you left the map, that should be totally fine. Problem is, there are so many ways a player can go somewhere 'too early' or open what is not supposed to open, and so on, it's impossible to imagine in how many ways a quest can be 'screwed'. I learned (too late) about many 'meta' ways players can bypass obstacles or secret doors, etc, and that is often how the quests get screwed (not saying it's your case). I tried to always stay on top of it, but you've just proven there's still work to do :) I'm really sorry about this inconvenient. I hope you still had some fun. And remember: always wise to keep some old saves for backup :)
USAF-GeneralMalaise 11 Apr @ 11:45am 
Ahh - ok - thank you! No prior save to go back to but I really enjoyed the module. FWIW, I also was unable to complete the Scarlet Masks quest (similar to the thread in Popular Discussions) but I *think* what happened was that I killed the boss but had to zone out to heal and coming back in broke the quest. She was stuck on "Hurry!" even tho the cell was now open. I appear to have a strong ability to break quests :)
El Santos  [author] 11 Apr @ 10:05am 
@USAF-GeneralMalaise OK, I know what happened: the 'Forgotten Egress Chamber', as you guessed, is an exit. In theory you shouldn't enter it until you exit from the lower level. When you do, you step on a 'deactivator' area that disables the entrance to the lower level that is in the 'Hidden Passage Chamber'. The secret doors that hide the Egress Chamber have a super high DC to be spotted, but if you somehow manage to, then you can open them and that's probably what you did. By entering the Egress Chamber the 'wrong way', you disabled the entrance to the lower level. It's been a mistake on my part using the secret doors.I thought they would be undetectable, but with very high stats and maybe repeated attempts, they can still be spotted. I will have to change them into traditional doors to prevent this to happen again. In your case, the only fix is to go back to a saved game BEFORE you entered the Egress Chamber. Sorry. I really hope you still have such save...
USAF-GeneralMalaise 10 Apr @ 3:51pm 
Sure and thank you for responding! The save file just refers to it as The Tomb and it's the first level you enter after using the three items to open the door of the main quest. Details:

I've opened both the Hidden Passage Chamber and Forgotten Egress Chamber on the North end of the map but neither allow me to progress downstairs. A message pops up when I enter Hidden Passage Chamber that the objective lies farther in (to that effect) but there is no clickable object or zoning square to stand on. As I understand it the Egress is for the way out so wouldn't expect that to go anywhere. Basically, have cleared the level and there is nothing that I can see to allow me to go farther or down.
El Santos  [author] 10 Apr @ 9:27am 
@USAF-GeneralMalaise hi, sorry for the delay. I need something more specific to be able to help you. What do you mean by 'first level'? The Tomb (name of the map)? And what 'chambers' do you mean? Can you tell me their names (check on the map)? Thanks. Santos
USAF-GeneralMalaise 8 Apr @ 4:21am 
Ran into issue with XZ's first level. Have opened both chambers but there is no interactable area to click to proceed down. I've verified Solasta file integrity and remove/added the module. No mods such as UB installed - totally vanilla.

Love the module! Of the dozen (or more?) that I've played this may be my favorite.
El Santos  [author] 6 Apr @ 5:07am 
wastingx thanks for your feedback. I didn't quite understand the connection between the 'Luck' feat and the issues you had, nor why deleting a secret door would have solved the problem—it's the first time I've heard anything like that, and as far as I know, those doors have never caused problems for anyone else. I'm guessing some mod might have had an unexpected effect. But hey, if it worked for you, great—at least you were able to finish! Kudos for your great patience and scientific approach in trying to track down the cause of the issue!
I'm glad you enjoyed the campaign and thank you for the nice words. Cheers, Santos
wastingx 6 Apr @ 12:28am 
I kind of resolved the issue. First I added your campaign to my local store, enabled the option to be able to use my own characters to test the dungeon builder, then exported my characters from different save files at different levels. I found that from 1st to 11th they loaded and everything worked for "The Catacomb" map. At 12th level two of the characters would cause the issues I detailed earlier. The only difference between 11th and 12th was that I added the Luck feat to both of those characters. Finding this out didn't resolve the fact that I still couldn't get that map to work. I wasn't about to go back to the 11th level and work all the way back to that point. Just way to much time to back track.
wastingx 6 Apr @ 12:27am 
So, I started editing the level to see if there was any of the objects that could have been contributing. After several hours of different tests I eventually found that if I deleted one of the two sets of the secret doors (the ones to the left or right in the landing room that are triggered by the buttons in the second room) the map would work just fine, all the objects reacted and I could Save .After that I was able to finish the map and play on the rest of the campaign and today I finished it!!!! Thank you for the great story and multiple ending twists. You did an awesome job, thank you for your hours and hours and hours of work, it paid off. Again, thank you! :steamhappy::steamthumbsup:
El Santos  [author] 4 Apr @ 2:12am 
@wastingx Oh, the use of those mods opens up a whole new series of scenarios. I have no experience with the D&D 2025 rules mod, but I did encounter some infinite loading issues caused by Unfinished Business. It would definitely be worth trying that part of the game without mods or with them disabled. This is definitely not an issue related to 'unfinished campaign tasks' or anything like that—there's clearly an abnormal behavior in the initial save (or load) process that prevents interactive objects from functioning.
wastingx 3 Apr @ 1:03pm 
Nope, no disk space issues. Maybe something to do with the Unfinished business mod and the new D&D 2025 rule mods. That's all I have that's not stock
El Santos  [author] 2 Apr @ 9:18am 
@wastingx so, as you expect, the highlighted things can be activated. The crate slides revealing an opening, the door to the north opens and there you can find the buttons to open the secret doors, and so on. If you want to see how it works, you can check this gameplay: Gimpy Gameplay ; the Subterranean Nexus starts at min. 42:20. They are playing your same version, which is the last update. But in your case it doesn't work. Being unable to save suggests that the game is already doing an 'autosave', which usually triggers when you enter a new map and lasts a couple of seconds. You say you can't save at all? Sounds like the 'autosaving' is stuck for some reason and that causes the problem with all interactions. Doesn't llok like a problem with the campaign but with the game, or even with the system. You haven't run out of space on your hard drive by any means?
wastingx 1 Apr @ 10:26pm 
My party steps into the blue square and leaves the "Hidden Passage Chamber", then text on a black background informs me that there's an avalanche of rock and exiting back that way is impossible.
They are now in long room that is sort of split into two rooms by partial walls in the middle. From this point on the option to Save is grayed out. Sometimes a secret wall/door on the left/west wall will appear when the party goes into sneak mode but when clicked on the characters will line up but nothing happens to activate/open it.
wastingx 1 Apr @ 10:26pm 
If the party proceeds North they enter the other half of the room with a sarcophagus in the middle of it. To the left/west is a crate that highlights when the Tab button is pressed or moused over but when clicked on the characters will line up next ot it but nothing happens. At the North end of the room is a double set of doors that highlight when moused over and when clicked on the characters line up in marching order but nothing happens. When the tab button is pressed the crate, the far north door, six floor torches, and if the secret door is found, all highlight. There are no buttons in either room that I can see.
According to the .json file I am running the 1.6.04 version
El Santos  [author] 1 Apr @ 9:16am 
@wastingx Hey mate, I'd like to help you but I'm not sure I understand what doors you're talking about... did you enter Malgor's Crypt, at the north end of the nexus? Pressed the buttons?
wastingx 31 Mar @ 11:07pm 
Great campaign. There's one problem though, I just got to the "Subterranean Nexus" map in Xarr-Zuuls tomb and nothing works. I found the secret door, the crate , and the door at the end of the second room but nothing works. If I click on any of them the characters run over and do nothing. Also, as soon as the room loads, when I open the game menu the Save option is grayed out.
El Santos  [author] 25 Mar @ 9:50am 
@Micha LNH HSV thanks a lot, mate!
Micha LNH HSV 24 Mar @ 11:42am 
Beautiful maps with great attention to detail.
Really great and the last possibilities brought out of the Dungeon Maker.
Partly more atmospheric than the original campaign.
Fantastic!

Thank you!
El Santos  [author] 9 Mar @ 6:04am 
@HurricaneSG Thanks mate, I'm glad you enjoyed it!
HurricaneSG 8 Mar @ 12:39am 
Awesome campaign! Finished it yesterday with my regular group in 4 person multiplayer. Hard but fair and very well written. In my top 3 of user made campaigns!
El Santos  [author] 6 Mar @ 1:02pm 
@kevelch Happy to hear that! I thank you, for your patience. Enjoy