In Brightreach, there is a group of thugs shaking down a merchant. In the NE corner of the Upper Market is a shady merchant. S of this is a courtyard between some buildings. This is north of the Sewer Manhole waypoint and The Giant's Counter waypoint. This is where the encounter happens. But during any dialog the camera is moved to a small alley type courtyard to the E of Zola's Exalted Weaponry waypoint. Needless to say this is not your intended outcome. Very good mod though. It shows you put alot of work into it. Comparatively to other modules. Well done, I am enjoying exploring it. NOTE: So far it's as clean as an elven arse.
I've also started encountering occasional camera problems ever since POI DLC dropped. Unfortunately, there is nothing I can do to fix those oddities from my end as these are vanilla issues, and since the devs moved on to another project, it is very likely that we'll never get proper fixes for these camera bugs.
Feedback -The maps are well designed. However, I didn't find the last cave to the 3rd figurine. It simply wasn't anyhere on the map. I even teleported to some unreachable parts without success. -At least once I wasn't able to go back to certain rooms after a dropdown. -The story is good. I liked the place with the 3 plates. -The many small details are very good. -There were some memorable fights. The champion, and there was another one against a s#*! ton of undead only at level 9, because there wasn't a place in the tunnels to rest and level up. -The final bossfight was boring after I realized what to do. It doesn't need that many enemies, but less number of waves with more enemies. The boss should act sooner. -Enemies spawned from the thin air many times. I don't like this annoying feature. It's okay when they come from reasonable places like from a door or something. -The magic items were good at the start, but at the end I almost immediately looted the very same or better armaments instead of those I bought 1-2 battles earlier. That's not good. Some weapons are OP, but the enemies are also numerous, so it's somewhat okay. The 2h weapons are far more OP than the 1h ones. Some crafting materials become available too late. I think all extra stuff should be available before the map with the orc fortress. -I don't like when merchants pay different price for the same items. It might be logical, but it just wastes my time at the end. -Once I needed to roll medicine, in a dialog. However, I had many healing spells, so why not just casting one? This is a quite annoying situation in many games.
Bugs -Warming up adventure. The goblin wizard can shoot lightning through the stone wall. There is a talking goblin. One of my characters spoke goblin, but I got gibberish instead of talk. I used the tongues spell, gibberish remained. -Many times a hero rolled success on insight checks during dialogs, but no new dialog options appeared. Might these be delayed displays? No idea.
Conclusion 8/10 It's impressive if it was made by a single developer.
Been playing this module along with my buddy and we are having a blast! Our only complaint is the performance in Brightreach's bazaar takes a massive hit, which is due to the NPC count I'm assuming.
We haven't finished the whole thing yet, but we encountered the two sewer manholes in the city and we searched everywhere for an entrance to no avail. We've already been to 3 houses inside the city itself looking for a way into the sewers, cleared the tournament, graveyard and the crypt locations.
You can access the sewers if you completed the first Red's quest, then subsequently found him in Brightreach on the streets. After you talk to him for the second time and accept the quest, you will be able to enter the sewers.
I don't understand how to use/get past the yellow animated circles glyphs on the floors, like in the tournament first fight or the cave below the abandoned homestead. I believe these are meant to "teleport" your team somewhere, but when I try to walk on them nothing happens. I also cannot interact or cast spells on them.
Is it because my party is composed of 6 characters ? Or because I need a special item ? At any rate, selecting only four of my characters and walk over the glyph did not help.
Try pausing time and and instructing each party member to go into the circle individually. Once all the movement commands are issued, unpause time and whole 6 man party should be on the other side of the gate.
Loving the mod so far! I think i've run into a bug with the "Hostile Takeover" quest, however. Despite clearing out the bandits, it hasn't seemed to advance past that stage of the quest (Have been into the cellar)
You are most likely running an older version of the campaign, where one of the official Solasta patches broke a couple of enemies in the campaign and I had to fix them in one of the latest versions of the campaign.
Downloading the latest version of the campaign should solve the issue, although I believe you would have to load an earlier save to complete that quest. You could also try to revisit that area if you didn't progress a lot further into the campaign and see if the missing enemies spawned.
The hostile takeover quest has me flummoxed. I've cleared out the bandits in the abandoned homestead and gone through the underground passage to clear out the bandits in the house on the other end as well, and I ended up with the HostileTakeoverCounter having completed steps 1, 2, 3, 6 and 7, while steps 4 and 5 remain incomplete. I've searched each of these maps but can't find any more bandits to kill, is this quest attached to bandits elsewhere in the game or did I manage to bug the quest somehow?
You are most likely running an older version of the campaign, where one of the official Solasta patches broke a couple of enemies in the campaign and I had to fix them in one of the latest versions of the campaign.
Downloading the latest version of the campaign should solve the issue, although I believe you would have to load an earlier save to complete that quest. You could also try to revisit that area if you didn't progress a lot further into the campaign and see if the missing enemies spawned.
60 comments
NOTE: So far it's as clean as an elven arse.
I've also started encountering occasional camera problems ever since POI DLC dropped. Unfortunately, there is nothing I can do to fix those oddities from my end as these are vanilla issues, and since the devs moved on to another project, it is very likely that we'll never get proper fixes for these camera bugs.
-The maps are well designed. However, I didn't find the last cave to the 3rd figurine. It simply wasn't anyhere on the map. I even teleported to some unreachable parts without success.
-At least once I wasn't able to go back to certain rooms after a dropdown.
-The story is good. I liked the place with the 3 plates.
-The many small details are very good.
-There were some memorable fights. The champion, and there was another one against a s#*! ton of undead only at level 9, because there wasn't a place in the tunnels to rest and level up.
-The final bossfight was boring after I realized what to do. It doesn't need that many enemies, but less number of waves with more enemies. The boss should act sooner.
-Enemies spawned from the thin air many times. I don't like this annoying feature. It's okay when they come from reasonable places like from a door or something.
-The magic items were good at the start, but at the end I almost immediately looted the very same or better armaments instead of those I bought 1-2 battles earlier. That's not good. Some weapons are OP, but the enemies are also numerous, so it's somewhat okay. The 2h weapons are far more OP than the 1h ones. Some crafting materials become available too late. I think all extra stuff should be available before the map with the orc fortress.
-I don't like when merchants pay different price for the same items. It might be logical, but it just wastes my time at the end.
-Once I needed to roll medicine, in a dialog. However, I had many healing spells, so why not just casting one? This is a quite annoying situation in many games.
Bugs
-Warming up adventure. The goblin wizard can shoot lightning through the stone wall. There is a talking goblin. One of my characters spoke goblin, but I got gibberish instead of talk. I used the tongues spell, gibberish remained.
-Many times a hero rolled success on insight checks during dialogs, but no new dialog options appeared. Might these be delayed displays? No idea.
Conclusion
8/10 It's impressive if it was made by a single developer.
Many thanks for all your hard work.
Endorsed, of course.
Good luck in the future adventures.
We haven't finished the whole thing yet, but we encountered the two sewer manholes in the city and we searched everywhere for an entrance to no avail. We've already been to 3 houses inside the city itself looking for a way into the sewers, cleared the tournament, graveyard and the crypt locations.
Can we get a hint, pretty please ?
EDIT: Finally found him - SE corner across from the travelling supplies vendor.
I believe these are meant to "teleport" your team somewhere, but when I try to walk on them nothing happens. I also cannot interact or cast spells on them.
Is it because my party is composed of 6 characters ? Or because I need a special item ? At any rate, selecting only four of my characters and walk over the glyph did not help.
Downloading the latest version of the campaign should solve the issue, although I believe you would have to load an earlier save to complete that quest. You could also try to revisit that area if you didn't progress a lot further into the campaign and see if the missing enemies spawned.
Downloading the latest version of the campaign should solve the issue, although I believe you would have to load an earlier save to complete that quest. You could also try to revisit that area if you didn't progress a lot further into the campaign and see if the missing enemies spawned.