I can't get it to work, because the game does not detect the campaign. I put the json file in the UserCampaigns folder. I got the Lost Valley DLC installed. GOG version.
I haven't finished yet but a couple of bugs noted.
Spoiler:
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1) You can't get paid for the bandit keep quest if you did the keep before getting the missive from the noticeboard and the entry is still stuck in the journal. 2) If you get the info about constable wotisface from the Weavers rather than the pointies and confront constable wotsitisface and deal with him, the entry isn't removed from the journal.
ps
Also loved the take on this module and played takes on this module on various different engines and so far good job. Well done. (not the best, but definitely up there).
The lightning bolts casting through walls is a bit much dude. The room with Bess and the Sorrak with goblins is a bit overkill for 2nd level party especially with spells going through walls for them.
Just for giggles I checked what the encounter difficulty of that fight is as calculated by the rules in chapter 3 of the 5th edition Dungeon Master's Guide - it's a "deadly" encounter for a party of four 5th level characters. "A bit overkill" is putting it mildly.
So, I am kind of an idiot at these things, and all the guides I can find are for the steam version of the game, which I do not have. That said, how do I install this adventure? I downloaded it, thinking there might be instructions, but there is only a .json file. Where do I put it or otherwise do with it?
Hey great job loving this so far. i have a question though about the guy named diarmad daly on the second floor of the inn. as i tried to open the door he attacked me and after i killed me the door could not be opened. I just wonder if there was another interaction with this character or a way to resolve this
I finally finished the module and I have to say it was wonderful. The storytelling is nicely done and it escapes the brutal linearity that has plagued Solasta so far. I really liked the way that background and racial identities were worked into the storyline. The creature selections coupled with the foreshadowing of events made sense when things resolved. Even aspects that I dislike when used in Solasta were used creatively and turned out to almost be enjoyable.
The module puts a premium on thought and preparedness. Blindly charging into battle while low on supplies or ammo will quickly result in unhappiness. I found myself focused when scouting. Often slowly creeping down the corridor or path trying to discover what I would be up against next. And if you find yourself unable to do a specific task, look for other ways to accomplish it, options are available. I liked this module from the very beginning and I am happy to say that I was never disappointed at the end. And to the author, just thank you.
Thank you so much for your very kind comments! I tried to push the dungeon maker and design to its limits. It's still got its 'quirks' but I do believe it is more powerful than originally thought.
So glad to hear you enjoyed my campaign. Very much appreciate the feedback
Thats kinda that. It *can* be done and I play tested it a number of times. But best to be at least level 2 and get a bit of XP under the belt in Clan Dorcha
Yeah, i tried scouting with premade characters. I failed terribly. The Shadow Murder is just too harsh. So i guess the only option is to do the side quest and hope for the best.
I really loved your campaign, especially the endgame fight and the ending. I did run into a problem though. The map in Baile Foraise had 2 Waypoints to go to the South and the East to complete some of the quests, but there were no exits at either location. I completed the campaign without doing quite a few of the quests but it was still very enjoyable. I'm not sure if it is a bug or if I missed something to get the exit gates created. Any way you look at it I really enjoyed it and appreciate all the work you put into it :smile:
I was able to get the gates when I took a quest from the elves in a house I had missed.
Thanks for that - you are correct. They are locked until you speak to both the elves and the druid as main quests. But I think that was bad design and I am going to change that on the next update. Very glad you enjoyed the campaign!
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I can't get it to work, because the game does not detect the campaign. I put the json file in the UserCampaigns folder. I got the Lost Valley DLC installed. GOG version.
1) You can't get paid for the bandit keep quest if you did the keep before getting the missive from the noticeboard and the entry is still stuck in the journal.
2) If you get the info about constable wotisface from the Weavers rather than the pointies and confront constable wotsitisface and deal with him, the entry isn't removed from the journal.
ps
Also loved the take on this module and played takes on this module on various different engines and so far good job. Well done. (not the best, but definitely up there).
The core file of the campaign. Unzip the file and copy to C:\Users\USERNAME\AppData\LocalLow\Tactical Adventures\Solasta\UserContent\Campaigns
The module puts a premium on thought and preparedness. Blindly charging into battle while low on supplies or ammo will quickly result in unhappiness. I found myself focused when scouting. Often slowly creeping down the corridor or path trying to discover what I would be up against next. And if you find yourself unable to do a specific task, look for other ways to accomplish it, options are available. I liked this module from the very beginning and I am happy to say that I was never disappointed at the end. And to the author, just thank you.
So glad to hear you enjoyed my campaign. Very much appreciate the feedback
1 Travel to Baile Foraise
2 Die
I was able to get the gates when I took a quest from the elves in a house I had missed.