Solasta: Crown of the Magister

Solasta: Crown of the Magister

Grave Rush (6-Man Party)
129 Comments
Artyoan  [author] 5 Jun @ 8:49pm 
Thanks Redmagi. I didn't get this mod to be as extensive as I'd hoped it would be but I did think getting to level 20 was a bare minimum to do at some point. It was worth the time. :steamthumbsup:
Redmagi 5 Jun @ 7:32pm 
Dropping by to thank you for completing the mod to level 20. Had a blast conquering the final stretch and it was very satisfying to dump my diligently saved nukes on the final boss.
Artyoan  [author] 27 May @ 8:08pm 
Thanks 440Stainless. There are usually about 3 possible locations up until about level 11 or so, then it is usually 2. Then only 1 at level 15+. So there will be a fair amount of repeat locations unfortunately, though if you can remember the area names then the background 'dice roll' that determines the next location occurs at the notice board dialogue. Saving beforehand, you could try to minimize some repeats with a quick load.

Very low chance of adding to it in the future. Wouldn't mind making something similar if Solasta 2 has a dungeon maker though. But without new material being added to the dungeon maker, I got burned out on it.
440Stainless 27 May @ 7:34pm 
I'm loving this module. as a roguelike/hardcore game player this is amazing. i guess ive played it too much and i get really unlucky with random rolls cause i ve got a few of the lvl 1-5 maps multiple times. and chance of adding more maps/location in hte future
Artyoan  [author] 23 May @ 12:19pm 
Thanks for playing it, bubbyman! :steamthumbsup:
bubbyman347 23 May @ 11:52am 
Love this mod thanks Artyoan !!!
Artyoan  [author] 23 Apr @ 10:09am 
Yep, took a quick look and it is an area that just contains housing but was mostly meant as an allusion to the town being bigger than the explorable area. Weirdly, the walls in the town exterior are climbable but only certain walls and requires an athletics check (I think). Which I didn't know for quite a while.
Oltex 23 Apr @ 8:06am 
Also found something else. On the Level9 outdoor map (not sure if all Level9's are the same - this is the one that has a sewer grate at the end). Behind that grate is a section of map with no entrance. Using a combination of flying and misty step (go Warlock!), I was able to get in there but it's empty. I'm guessing its an unfinished area?
Artyoan  [author] 14 Apr @ 7:19pm 
Thanks Oltex, I'll look around at something I can change there, maybe move some of the enemy spawns a bit. That does tend to be a problem with those big units and sometimes the AI just won't move if anything is in the path.
Oltex 14 Apr @ 6:30pm 
Restarted with a new party and confirmed the Dirty Bag DOES now work. However, , on the encounter with the 2x Ancient Remorhaz (well done, btw, those things always scare the s**t outta me, especially on CATA diff), I noticed that all the trees and obstacles in that battle map made it hard for the Northern/Western? one to move around. I was able to bunker near the castle and it just sat back blocked by its allies for most of the battle so I easily picked it off from range.
Artyoan  [author] 8 Apr @ 6:37am 
Thanks again, Kimmokullervo. I also enjoyed using some spells I had never cast before courtesy of UB in the testing phase. Worked out pretty well.
Kimmokullervo 8 Apr @ 2:33am 
Second run was also fun, now 1-20 levels. It was especially fun to try lvl20 harder fights at highest difficulty. Monk with empty body (stealth tank), sorcerer restoring it's sorcery points... Things you never can able to do normally. Thank you for a high quality mod!
Artyoan  [author] 5 Apr @ 4:59pm 
Thanks Oltex. The primed version of scale mail should be there, although at a higher price. I'll patch it though and add in the normal version. Might wait to batch that up with other changes though.
Oltex 5 Apr @ 4:46pm 
Yea that seemed to be the ONLY problem I had and I just finished the final encounter. Also, just started a new campaign and noticed the armor vendor does NOT sell normal scale mail (but nearly every other normal armor). Was trying to initial-equip my party and noticed that. Not a huge thing but still gimps the starting levels a bit relying on chain shirt vs scale mail for med-armor users (and all my casters take spellsword).
Artyoan  [author] 3 Apr @ 11:05am 
I'm going to guess that its related to the variable that triggers not working properly since that variable is new and declared after the campaign has started, which causes issues. Though I'm surprised you were able to make it there given the campaign was older too. I would have thought the multi-exits wouldn't work properly either as they have a habit of not recognizing new areas in the same way too.
Oltex 3 Apr @ 10:45am 
Yes I did start it before 3/4.
Artyoan  [author] 2 Apr @ 6:16pm 
Was your campaign started prior to March 4th? If so there may be an issue with the variable there, perhaps.
But looking at it in the DM, there should be four outcomes.
-a +3 custom weapon
-a +3 armor
-10k gold, a random magic stat tome, and some random high cost gems
-12k gold, a random physical stat tome, and some random high cost gems
Oltex 2 Apr @ 5:44pm 
I also recall there being another fight right after you find the bag but this time nothing spawned.
Oltex 2 Apr @ 5:43pm 
I reloaded an earlier save and tried that dirty old bag again and it did NOT increase gold. If it added another magic item to my inv I didnt notice. Again nothing in the log.
Oltex 1 Apr @ 12:13pm 
Yea a comment iin the log about gold would help. I didnt think to check my gold at the time since all previous bags were equip (I believe).
Artyoan  [author] 31 Mar @ 5:49pm 
@Oltex, that particular bag should either give a +3 custom weapon, +3 armor, or a substantial amount of gold. I'd guess it dropped the gold if nothing is in the inventory. Though I could probably make that more clear since it would only show in the log and that will get moving quickly to cover it up.
Oltex 31 Mar @ 5:05pm 
In the final? swamp area and found something in a cart just past the ruined fortress called and "old dirty bag". But when I pick it up I get nothing. I figured it was a clever description of a bag of holding or something but i just get Paladin has gained Old Dirty Bag, Paladin has lost Old Dirty Bag and see nothing new in my inventory.
Artyoan  [author] 21 Mar @ 5:36pm 
I have no idea what would be the cause of that. If you're getting an error, you may need to show it to the UB devs on the solasta discord or github.
Doc Holiday 21 Mar @ 5:25pm 
Ok so you can start a campaign and play it, but if you close and restart the game and then want to load the save, it crashes. I have the newest version of UB installed
Doc Holiday 21 Mar @ 4:37pm 
Thanks for the quick answer, good i started the campaign after 4th March. I just started a new run, and will report back if it crashes again.
Artyoan  [author] 21 Mar @ 4:07pm 
@Doc Holiday, I don't know why it would crash. If you have a different save you can load then perhaps give that a try.

If you started your campaign after March 4th then you can reach level 20 in this campaign. If the campaign was started prior to that, certain areas won't be able to load as the DM won't recognize them.
Doc Holiday 21 Mar @ 4:05pm 
Hi, i got to level 3, but now the game crashes, when i want to load the save file.

About your last post, does this mean there is now way to get to level 20 now?
Artyoan  [author] 12 Mar @ 1:32pm 
It's pretty much a pure randomizer grind for those seeking it. Even in testing it I was mainly listening to podcasts and music for me. Battles do get very long in order to drain resources for high level parties. It is an extremely niche project but one I'd enjoy every now and then, so I made it.

If the campaign was started after the patch then you can likely only complete the level 17 outdoor area but I don't think the transition to the next resting area will function. Exit gadgets don't seem to pick up on new zones existing even though world travel does. So likely just the 17 area but no higher.
charles_watkins 12 Mar @ 1:03pm 
I've made it to level 13 and need a break. Fights have gotten longer and harder to the point they take upward of an hour. As always, Artyoan, these have been well exquisitely planned battles with interesting combinations of foes. But the lack of story and the level advancement system have made it something of a grind.

I can't see doing a restart just for level 20, but am I correct thinking I can still get to level 19?
Artyoan  [author] 4 Mar @ 10:29am 
Also, you won't be able to reach level 20 unless you start the campaign as of today's patch. Patching mid-campaign won't allow it to recognize new areas on multi-exit or simple exit transitions.

Must be a fresh start campaign.
Artyoan  [author] 4 Mar @ 10:07am 
Added a patch that finally allows reaching level 20. Notes:
-Additional ways to obtain demonic potion recipes
-Abyssal agitator is given at the start in a chest. Demonic potion recipes weren't showing without having it in the inventory.
-Katanas have been added, including four custom katanas.
-Added additional areas up to level 20.

This is almost certainly going to be the final patch, barring any bugs. As it is, there is only 1 possible location for each party level 15 on up to 20.
Artyoan  [author] 27 Feb @ 6:24am 
Going to be a little delayed on the patch update here. I have the areas to level 20 made but need to create the custom monsters, place them, and then test still. Life getting in the way at the moment.
Artyoan  [author] 20 Feb @ 2:22pm 
@bigcheefa, there should be an option in UB to override party members from 4 to 6. They reorganized the UB structure a bit but it used to be under Gameplay > Tools. It will show a slider that can be moved from 1 to 6 to change party member size. Then there should be six slots in the New Adventure selection.
Bigcheefa 20 Feb @ 2:16pm 
what do i do after i download the mod to make it work in the game for 6 people to play ?
taleml 10 Feb @ 9:02am 
ok thanks for reply. Id thought ends in 17 is playing level 17
Artyoan  [author] 10 Feb @ 6:29am 
Excellent. Should have at least four custom Katanas coming up. :steamthumbsup:
HiddenHax 10 Feb @ 4:50am 
Yep! Katanas were added and textures/meshes bugs were fixed and are fully ready to be implemented as custom or regular +1/2/3 variants!
Artyoan  [author] 9 Feb @ 1:34pm 
@talemi, that is the end for now. I have to work on more content (slowly). But nothing left to do but export your characters if you like and start a new run if you wish.
taleml 9 Feb @ 12:58pm 
I'm stuck, the notice board doesn't respond anymore. Returned from killing the ghost dragon, encountered the Gallivan general , returned to crow nest and got to 17. Board just delays for a second than gives me nothing
Artyoan  [author] 9 Feb @ 12:07pm 
Back to working on this. Not entirely sure how much I'll do yet but at a minimum, this will get to level 20. That's at least one new area for levels 17, 18, 19, and 20. I'm not 100% certain but I believe UB has added the Katana as a weapon, and if so, I'll add custom versions of that too.
Artyoan  [author] 3 Feb @ 6:48am 
Thanks Kimmokullervo. Good to hear you enjoyed it. Unfortunately enemy spellcasters can't have their spell list changed. Unfinished Business is capable of doing it but requires adjusting AI for the base unit, which I don't believe they've changed much for. Basically, I can't do much in the dungeon maker with enemy spellcasters except change their health/armor/saves. Can't even adjust their spell DC value. They are almost guaranteed to be disappointing at very high levels.

I can still add nastier conditions to enemy melee/ranged hits. Anything 17+ is going to be throwing the kitchen sink at the player but still trying to be mostly fair about it. ;)
Kimmokullervo 2 Feb @ 11:42pm 
Great Campaign. Feels a lot different from other campaigns and closer to real DM-experience with limited resources. There were some epic moments: first map when I parked my monk next to last living enemy (Acolyte) who critted inflict wound and instant game over. Or random lighting bolt revealed my invisible scout in a middle of enemies. Or first time black dragon jumped to my group out of nowhere. I really had to use staves (swap them) and use new spells to me like that giving well fed buff (24h). What I would like to see for 17-20 levels to make me off-balance: add more negative status spells and high level spells to enemies (sunbeam is my favorite to spam behind walls). And add surprises and scripted encounters so that I cannot prepare. Gauntlets? Multi-stage encounters? Stealth as an only option to find a short-term rest place etc. It would be nice to get really hard end game challenges!
Artyoan  [author] 23 Jan @ 1:15pm 
20 outdoor locations, 20 transition zones (traveler and rest area), and 21 indoor dungeon areas. Though the player will only see roughly 1/3 of those on a playthrough if they start at level 1.
geolas 23 Jan @ 1:09pm 
out of curiosity, how many locations are there currently?
Artyoan  [author] 22 Jan @ 9:43pm 
@wday, one thing that could cause issues possibly is the UB setting that attempts to hide gadgets/exits if you haven't visually seen it yet. If that is set to be on, it might be causing it to be unclickable, perhaps.
Artyoan  [author] 22 Jan @ 9:31pm 
@wday, there are no prerequisites. Honestly I don't know why they would not be active or able to be clicked on. That exit is active by default and never gets de-activated by any gadget. I just tried it in testing and it did work for me: https://i.imgur.com/VGu6W9L.png

I'm not sure what to suggest since I don't know what could be causing that.
wday 22 Jan @ 7:33pm 
Alt shows the doors to the Reliquary; however, I am unable to click on the doors and they don't appear active. Was there some prerequisite that I might have missed?
Artyoan  [author] 22 Jan @ 8:01am 
@geolas, demonic grease recipes should be obtainable from investigation checks, though those checks make about five rolls among 36 or so potential items and so getting a grease isn't assured. Likely something I could place on The Traveler though or maybe a randomized vendor. Some grease does drop directly as well.

Buffing potions I chose not to give the recipes for. The logic being that those are quite powerful, especially potions of speed, and so having them found from loot packs on dead enemies, in treasures, or purchased from vendors would make them more scarce and more considerate in their usage.

Though I encourage anyone to download the mod.io json file and make any modifications they desire too.
geolas 22 Jan @ 7:39am 
i just finished my first campaign and i reeally liked it, my only complaint is that there werent any recipes for buff potions or demonic grease, with the focus on crafting and attrition they were something i missed. could you add them to the alchemy vendor in town?
Artyoan  [author] 21 Jan @ 7:52pm 
@wday, is it giving an error? Doors show they should be activated by default for the Reliquary.