Solasta: Crown of the Magister

Solasta: Crown of the Magister

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zeus45601 10 Jul, 2023 @ 7:14am
Dungeon Maker
I was going to try my hand at building a Dungeon. My original plan was to take the level one players, have them get drunk and rowdy in a local tavern and tossed in a dungeon-like jail cell. After they had slept off their stupor, one for the character's notices some rodent bites from the night before. They pace off the dungeon holding cell which is rather large with straw thrown down in places for sleeping and defecating. Over in one corner is a heaping piles of rubbish and human bones plied quite high and probably 15 feet in diameter. After hours of sitting, one character pulls a short plank from the rubbish and begins to deep through the pile. Rats coming running out and into the cell. This was my first problem early. In the Dungeon maker, there are no rats listed, the most common thing you're likely to see in a Dungeon holding cell would be a rat or two. I'm not sure how close they are to making it possible to add the appropriate AD&D stats for monsters and create something like that. I understand that they are probably pretty busy, but the client community might be able to help out in that regard, creating monsters that they currently don't have in the game as it stands now. Has anyone heard of anyone working on this problem?
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Showing 1-6 of 6 comments
Artyoan 7 10 Jul, 2023 @ 8:02am 
To my knowledge, no. I assume its too difficult to add entirely custom monsters from modding. Hopefully thats a feature in their next game to allow for more modding capabilities to assets.

Though I would suggest trying the beetle type enemies and using custom versions to scale their stats down. That will work so long as they don't have non-standard attacks which hit for too much.
Malfias 13 Jul, 2023 @ 7:32am 
Originally posted by Artyoan:
To my knowledge, no. I assume its too difficult to add entirely custom monsters from modding. Hopefully thats a feature in their next game to allow for more modding capabilities to assets.

Though I would suggest trying the beetle type enemies and using custom versions to scale their stats down. That will work so long as they don't have non-standard attacks which hit for too much.

Yeah that's probably the best way unless OP wants to go with pre-built low level spiders. Everything else sounds doable for their dungeon.
Lninefingers 8 23 Jul, 2023 @ 7:46pm 
Just get creative. With variables and virtual dialogue, you can almost do anything now. Don't let the paucity of the monster selection slow you down too much. Like others have said, use small spiders instead of rats, or something of similar ilk.
The only real downside of using higher level monsters and then nerfing them for lower level encounters is, the experience received does not change. So low level parties may be gaining an entire level in one encounter. That's something I'm working around in the campaign I am currently creating. Enemies or monsters may work thematically in a scenario, but they give too much experience. Just find ways to even things out as you go along.
Last edited by Lninefingers; 23 Jul, 2023 @ 7:46pm
Artyoan 7 23 Jul, 2023 @ 8:21pm 
Originally posted by Lninefingers:
Just get creative. With variables and virtual dialogue, you can almost do anything now. Don't let the paucity of the monster selection slow you down too much. Like others have said, use small spiders instead of rats, or something of similar ilk.
The only real downside of using higher level monsters and then nerfing them for lower level encounters is, the experience received does not change. So low level parties may be gaining an entire level in one encounter. That's something I'm working around in the campaign I am currently creating. Enemies or monsters may work thematically in a scenario, but they give too much experience. Just find ways to even things out as you go along.

You can lower the experience for monsters by lowering the CR level. I forget what the values come out to but it does allow for good control over the experience curve. I pretty much only change the CR to try to keep the intended experience level in check.
Lninefingers 8 23 Jul, 2023 @ 9:19pm 
Originally posted by Artyoan:
Originally posted by Lninefingers:
Just get creative. With variables and virtual dialogue, you can almost do anything now. Don't let the paucity of the monster selection slow you down too much. Like others have said, use small spiders instead of rats, or something of similar ilk.
The only real downside of using higher level monsters and then nerfing them for lower level encounters is, the experience received does not change. So low level parties may be gaining an entire level in one encounter. That's something I'm working around in the campaign I am currently creating. Enemies or monsters may work thematically in a scenario, but they give too much experience. Just find ways to even things out as you go along.

You can lower the experience for monsters by lowering the CR level. I forget what the values come out to but it does allow for good control over the experience curve. I pretty much only change the CR to try to keep the intended experience level in check.

Well thats good to know. I've only tried it with lower level enemies, and it did not seem to change. But maybe I didn't notice it. I still need to mess around that end of it more.
Artyoan 7 23 Jul, 2023 @ 9:32pm 
Found this table which is probably right. This exp then divided by four for each party member. Lower levels don't differ that much. I mainly tweaked some of those higher end monsters from CR 8+ down a few notches.

CR Exp
1/8 25
1/4 50
1/2 100
1 200
2 450
3 700
4 1100
5 1800
6 2300
7 2900
8 3900
9 5000
10 5900
11 7200
12 8400
13 10000
14 11500
15 13000
16 15000
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