Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Lifting the Siege
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27 Jul, 2023 @ 5:07am
26 May @ 8:25am
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Lifting the Siege

Description
A level 1 to 12 Campaign.
Your City has been under siege for a number of weeks. Without outside help, it is only a matter of time before the city falls. A party of brave adventurers is needed to sneak through the siege lines, travel to a allied City-State and petition their King for help. As trusted scouts of the city, you have been summoned by your King to discuss this mission.

Lifting the Siege is a story-driven full campaign, starting at Level 1. It requires the Lost Valley DLC.

Although this campaign does not include specific equipment for Monks, Bards and Warlocks, they are all playable classes.


FEATURES

A story-driven full campaign, for a party of four Level 1 adventures. The party will reach Level 10-12 by the end of the game.

Estimated playtime 20+ hours.

40 unique maps.

Many customised NPCs and enemies.

Highly tactical and diverse combat encounters.

Fully integrated main and secondary quests.

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

NOTES

This campaign neither uses, nor has been tested with, any Mods. However, the Lost Valley DLC is required to play the game. It is (probably) unsuitable for Mods with more than four characters, due to several close-quarter dungeons, the use of group teleporters and play balance: it is unknown whether larger parties could cause game-breaking bugs.

This campaign is divided into a number of Chapters. Starting a new Chapter will prevent accessing of previous content.
Some parts of the campaign are time critical. In these cases, you will not be able to take a long rest (or return to another map with a campsite) until key quest steps have been completed. You will, however, be able to take short rests on occasions.

As part of the story arc, bad thing WILL happen to the party. Do not play this game if you are not happy with this statement.

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) and another/others able to craft potions (Herbalism).

UNFINISHED BUSINESS - I have never used UB myself, but I understand that UB characters can get very powerful at higher levels. Based on player feedback, I would therefore suggest that if you are using UB builds, that you should increase the difficulty level in Chapter 6, after crossing the river in the Sorr-Akkath Lands. Note if using UB, do not change the number of characters, since I believe that this campaign will only work using 4 characters.

TIPS

Recommended difficulty: either Authentic or Scavenger.

Good party composition is recommended. It is also suggested that at least one character that has the ability to use area of effect spells or scrolls. However, the campaign does NOT support more than one wizard in the party.

Secondary quests are not required to complete the game. However, it is highly recommended to complete the “Sword in the Stone” Quest, since it adds flavour to the campaign.

It is not recommended to rely solely on autosaves, since there are areas in the campaign that will kill the party, if warnings are not heeded. Likewise, Ironman is not recommended.

Food merchants only sell food: they do not buy loot.

The shops in Temnos Commercial District (Chapter 4) have a large stock of magical items, scrolls, potions, recipes and crafting components. All these shops are linked by magic teleporters that avoid the map loading screen. Make sure you check these shops out before progressing to Chapter 5. The shops in Chapters 5 and 6 are limited to consumables and food.

Click on any telescopes that you see.

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.
Popular Discussions View All (6)
4
4 Mar @ 9:43pm
Campaign is broken for multiplayer.
Tomkatt
0
26 May @ 8:29am
Version 1.05
Bargar
0
4 Mar @ 4:09pm
Version 1.04
Bargar
97 Comments
Bargar  [author] 26 May @ 8:31am 
I have increased the difficulty of the Final Battle, following a number of comments that this fight was too easy.
Bargar  [author] 22 May @ 1:05am 
@ResumeMan Thank you for playing: I am glad that you enjoyed my Campaign.

With regard to your comment on the final battle, your suggestion was how I originally intended the fight to play out. However, due to the limitations of the Dungeon Maker, I could not get this to work at the time. I will have another long think about it and see if I can find a work-around so that I can implement this intended ending.
ResumeMan 19 May @ 11:36pm 
2/2 3. The chess board was fun. Nothing terribly interesting in the fight or anything, it was just a fight. But the story of it was kind of neat.

4. Yeah, the final battle was pretty anticlimactic. After we defeated the shards, that shoulda just removed the lich's protection, so we have to fight the powerful undead - not have him just die!

All in all a great adventure and I hope you're writing more of them.
ResumeMan 19 May @ 11:36pm 
1/2 This is a good one. A fun adventure (linear, but engaging). I like a couple of the things you did that I haven't seen much.

I played 6-man with UB. There were no problems. All the teleporters worked fine, though usually needing to use the pause trick. Actually if you just made sure to leave one open space on the other side of each teleporter, the party could run "through" it rather than just into it, and the teleporter would activate.

1. Having the party captured and lose all their stuff, and having to gradually gear back up. It was a fun twist in the plot and new goal. I didn't appreciate having my wiz lose her spell book tho, but otherwise it was well done.

2. Extensive use of teleporters to avoid loading screens. Other campaigns use this too of course, but I can't recall seeing it done *in* a town to bounce between shops without loading new maps.
brooksalexanderrogers 23 Mar @ 1:47am 
I'm going to echo what others have said here in that the combat in this campaign is simply too easy. Even when you pump up the enemies' HP and damage dealt, the combat is still a cakewalk.
Bargar  [author] 8 Mar @ 11:47am 
@charles_watkins Thank you for the information.
charles_watkins 8 Mar @ 9:55am 
Just want to note that I used UB and saw no problems.
Zoli 15 Feb @ 10:48am 
I mean

There are 3 sorak groups with wizards and none had the chance to attack my group. The boss didn't make it through the river because I was curious and sent a single hero through it to attack and quickly retreat. The very first sorak group was easy, all other groups provided zero challenge. Not low, but zero. If six wizards are too many helpers, remove some.
I know we cannot use those fire prot rings but they are just ridiculous. Whatever, not a critical issue.
An idea: In the final battle maybe the boss shouldn't die quickly after the guards but he might lose 10-20 HP every turn and fight. He could curse the party, I mean text lines. Like I will die but you will come with me blah blah.
Bargar  [author] 15 Feb @ 9:28am 
@Zoli (2)There were a lot of fire resistance rings dropped in Chapter 6. these were provided by the Emperor to give fire resistance to the mobs that operated out of the lava caves. Even if you sold them all, there is nothing worthwhile to buy at this stage of the game.

I have also made a workaround to address the issue you had in the Emperor's Palace. I had forgotten about true seeing.
Bargar  [author] 15 Feb @ 9:26am 
@Zoli (1) thank you for playing and your comprehensive review.

I have had some differing comments on the difficulty levels: using the correct tactics makes some of the fights a lot easier. The Sorraks encounter was designed so that the casters stayed on the other side of the river, allowing the party to divide and conquer. The encounter would have overwhelmed a four man party without that constraint. Having said that, there does seem to be a consensus that the last three or four maps (after crossing the river in the Sorrak lands) should have been more challenging. Play balancing gets more and more difficult as you get further into a campaign. I will endeavour to do more end-game play testing in my next game.

When selling loot, the vendors offered the default percentage rates of purchase price. As you stated, this probably resulted in the party becoming overly rich. I will consider the world economy more carefully in my next campaign.