Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Shadows over Brightreach
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23 Sep, 2022 @ 6:56am
17 Jun, 2023 @ 8:25am
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Shadows over Brightreach

Description
Description


A mysterious note promising riches found its way to the small village of Coldshade, in the Kingdom of Salvanneth. What was supposed to be a straightforward job to rob a wealthy lord residing in the city of Brightreach, takes an unexpected turn. Discover and prevent a diabolical plot which could plunge the land into absolute darkness. Gather your party, hone your weapons and prepare your spells to prevent the evil of a bygone era from rising again.


Shadows over Brightreach is a challenging campaign, starting at recommended level 5 and requires Lost Valley DLC. It takes place in the already established world of Solasta, fifty years prior to the events of the main story, although with homebrewed elements added to it. The city of Brightreach is located east of Carconnath (the capital of the Kingdom of Salvanneth), where most of the plot takes place.


A balanced and well optimized party is highly encouraged if one wishes to tackle on the toughest battles the campaign has to offer. Many enemies possess additional abilities, therefore preparation and proper positioning are of utmost importance. Overall combat difficulty (on Authentic difficulty with Deadly AI on) is similar to Scavenger of official campaigns, although you will be given a generous amount of resources to work with. Difficulties higher than Authentic have not been tested.


Crafting is a core part of the module, so have at least one person proficient with Manacalon Rosary or Arcana skill.

Updated for Inner Strength DLC to equip monk / bard / warlock.


Features


  • A higher level campaign, starting at recommended level 5, although you are free to start at any level above if you wish. The party will reach level 16.

  • Estimated playtime ≈ 35 hours.

  • 72 unique, well decorated areas to explore

  • 124 fierce custom enemies to challenge

  • Highly tactical and diverse combat encounters

  • Fully integrated quest and dialogue systems, using all the features of DM tool to the fullest

  • Dozens of custom weapons and other items

  • Fully implemented crafting systems: craft potions, poisons, bolts and arrows, weapons, armors or magical trinkets

  • Many merchants in the central hub areas, offering a plethora of items to choose from and equip your party before sending them off on the quest

  • All the combat and non-combat skills are useful. Some offer additional lore and information, while others can grant items, alter encounters, or allow you to avoid them altogether.

  • All sorts of thievery!

  • Fight in the Underground arena of Brightreach and defeat its reigning Champion

  • Lots of secrets to discover hidden off the beaten path. Your curiosity will be greatly rewarded. Usually...

  • Two super-secret areas in the later parts of the campaign, offering the best of the best parties Uber-Powerful-Bosses to challenge. Can you enter their secret chambers, uncover additional pieces of the story and live to tell the tale?


Notes


  • If you see [Next] in a conversation, it means that dialogue will progress further and you will be unable to choose other dialogue options afterwards. In other words, pick other options before hitting [Next] if you wish to exhaust all dialogue options

  • [Attack] in dialogues means that particular option will certainly lead to conflict

  • [!] in dialogues means that option might lead to combat, most likely if you fail the check

  • Some dialogues can be missed if you complete (multiple) quests or battles before visiting certain NPCs. If you wish to see all the dialogues and options regarding some NPCs, be sure to check on them before going on a mission (most notably Coldshade and Underground NPCs)

  • Clicking on certain bushes in Brightreach area will start a lockpicking check to unlock the nearby Town door (due to current toolset limitations)


Tips


  • Good party composition will immensely help you in your adventures. Have at least one strong frontline character who can take hits for the party and one AoE specialist

  • The starting side quests will provide you with good starting equipment and recipes. It is highly recommended to complete both of them

  • Crafting is a core part of the module. It is highly recommended to at least have one person proficient with Manacalon Rosary (Arcana item crafting)

  • Make sure you are never too worn out from combat when exploring. Rest between fights if possible

  • Read enemy descriptions! They will usually give you a hint, or outright tell you what kind of conditions they can inflict upon you

  • Don't forget to save before venturing into the unknown as some areas contain nasty surprises

  • You don't have to challenge each and every enemy group; there are sometimes alternate ways to resolve or bypass combat encounters


IMPORTANT!

  • When the campaign inevitably updates, you will receive a notification after loading your save.

    You need to hit FROM DISK from the two given options to properly update and continue playing.

  • Enabling mod option that increases Normal Vision Range can have unforeseen consequences. It is highly recommended to disable this mod option.

  • Enabling mod option that hides exits and teleporters if not discovered yet can make some of them become invisible. It is highly recommended to disable this mod option.


    Special thanks to the SolastaUnfinishedBusiness crew. Some features of this module would be impossible without their work.

    If you wish to check how the campaign works in DM, or have a non-steam version of the game, you can download the module via Nexus following the link below.

    https://www.nexusmods.com/solastacrownofthemagister/mods/220?tab=description
Popular Discussions View All (6)
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357 Comments
HiddenHax  [author] 6 Apr @ 10:10am 
Thank you! Glad you had fun while slaying baddies.
Regarding adds during battle, unfortunately there is no clean way of adding enemies mid-fight due to a number of limitations in current version of DM, which is why they look like they were thrown in randomly.
I personally love adding enemies during battle as AI can usually be abused (especially melee enemies) as they tend to bundle up and whole encounter can be solved with a single spell most of the time. With the addition of new enemies, you are forced to spend more resources to handle the newcomers and are less likely to exploit the AI simplicity overall.
Nothing can replace a living DM, so we do what we can to spice things up without going overboard.
WalterJabsco 3 Apr @ 10:26pm 
Brilliant work, HiddenHax. This was so enjoyable to play. The story was well done, and the various quests and side quests were excellent. I missed completing one side quest because I left Brightreach earlier than needed, but that was my fault. I highly recommend this module.

In response to Broken Internet, the addition of enemies mid-battle was well done in my opinion. Unlike some other modules where the enemies double in number, sometimes more than once in a single battle. I thought the reinforcements were reasonable.
HiddenHax  [author] 19 Mar @ 5:37am 
The campaign starts at level 5. You need to level up those characters to at least level 5 to be able to select them. You can do so from the character overview screen without needing to play any other campaign.
Corvus Rex 18 Mar @ 12:34pm 
I'm not sure what I could have done wrong, but for some reason I can't select my custom characters when trying to start the campaign. I'm not having this issue with any other campaigns. :(
HiddenHax  [author] 12 Mar @ 6:43am 
Thanks for the feedback!
Broken Internet 11 Mar @ 11:39am 
Good campaign, good story, Bad over usage of adding enemies midfight. Some fights take 20-30 rounds to finish, combat goes from fun to trying to stay awake at that long.
HiddenHax  [author] 3 Feb @ 6:14am 
I'm going to be honest, I'm not a native English speaker either and I'm unsure if my usage of "ground floor" and "first floor" is correct and if its causing confusion in people...
Nevertheless, I'm glad to hear that you managed to resolve the issue.
Good luck and stay in the light!
Alonzo 2 Feb @ 9:30pm 
Surprisingly, the auto-translation function in UB mod is about to account for the bug through my persistent efforts by controlling the vibrates... Versions downloaded from Nexus and subscribed from Steam can both activate properly when I rush to the portal, the translated versions cannot instead. Anyway thank you for your supporting and I guess It's a good chance for me to practice my English reading:sunekosuri: By the way, I have noticed your usage of 'ground floor' and 'first floor' which was not distinguished by google translation. It reminds me that nearly ten years ago my middle school English teacher has taught me this common knowledge in some Western countries. That's interesting :hunterprofile:. Stay in the light!
HiddenHax  [author] 2 Feb @ 5:54am 
Hmmm, that sounds like the campaign .json file got corrupted somehow and refuses to be loaded altogether... The very last thing I can suggest is perhaps updating graphics drivers, unsubscribing from Steam campaign, downloading the campaign from Nexus link, pasting the .json in \Users\>Username<\AppData\LocalLow\Tactical Adventures\Solasta\UserContent\Campaigns, loading a save prior to entering the manor altogether and rushing to the second floor to see if anything changes...
Alonzo 1 Feb @ 10:11pm 
Dear HiddenHax, I've ensured that my version of the game and the mod are the latest ones. And I also checked the option that disables visible portals of the mod is disabled. I verified files on steam and unsubscribe and subscribe the campaign. However, the bug still exists. The portals connecting to the yard or the basement outward the house work properly, but all the portals leading to places inside the house (including the old library, library and the staircase) can't be activated (it seems to load into a new scene but the team will remain at the same place after loading). I have to admit that quite disappoints me:lilimsob: