[campaign map] Your headquarters to prepare your gear or craft before adventuring

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
1 year ago (edited)

UPDATED : v1.9b

A cozy headquarter to trade and craft ! 

It is meant as an immersive space for preparing before adventuring or to sell your loot (before or after Dungeon Maker campaigns or *before* the main campaign).  You will find everything you need to craft (including resting), but you can also buy magical items.

There is also free basic gear to make sure your level 1 characters have the proper armor, weapons, tools, focus, etc.

WHAT IS DIFFERENT FROM SIMILAR "MERCHANT CAMPAIGNS"

  • It is not a Location, but a "Campaign" so-to-speak so you can easily enter and leave with your Updated characters.
  • It does not use any of the DM merchants, but instead has custom merchants better adapted to sell your loot.  The quartermaster has all the gear and crafting supplies and the loremaster all the spells (20% rebate).  Very basic non magical gear and tools are free. 

STEAM (default - does not require DLC) : https://steamcommunity.com/sharedfiles/filedetails/?id=2671515198
STEAM (version with DLC items/recipes) : https://steamcommunity.com/sharedfiles/filedetails/?id=2857781037
NEXUS : https://www.nexusmods.com/solastacrownofthemagister/mods/193

HOW

First, this is not a mod : it does not modify anything in the vanilla game. It is a "campaign" (only one small map) you can use to adjust your gear before the main story or before and after Dungeon Maker campaigns.

Simply send your characters to the campaign called Your Headquarters (in the main menu: New Adventure > Change campaign) before or after a Dungeon Maker (DM) campaign, or even *before* the main campaign [see note at the end here].  You do *not* need to link this location to another DM space.  When you leave, the game will give you the option to Update your characters. 

This is only useful before a campaign and after a DM campaign: going here in the middle of an adventure will not update your saved game in another campaign. :P 

NEW

[2023, March 3 v1.9b] In short, 1.9b now includes all the items/recipes from the DLCs Lost Valley, Inner Strength, Primal Calling (but not those of the Backer/Supporter Pack). On Steam, I removed the DLC requirements though, so that it is more flexible for those who own one DLC but not another.
- I case of issue, there remains a version without any items/recipes marked as DLC (v1.8b).
* v1.8b & v1.9b: minor tweaks, notably the free scroll recipes upstairs are now in alphabetical order.
[2022 Dec. 26 v1.8] *Starter weapons (free) : some were missing on the weapons rack. [thanks to lovemachine44]
* Starter armor (free) : added outfits/leather (no DLC required: Bard, Noble, Scavenger Ranger/Scout, Scholar, Sorcerer, Warlock, Wizard). [idea from lovemachine44]
* Quartermaster: added Wand of Identify, Wand of War Mage +1/+2, Primed Wand (and their crafting recipes)
* Removed Six-Leagues Boots and One Ring which require the Backer DLC.
* Intro Dialogue : further improved assurance that all options should show.
[2022 Sept.17 v1.6f] Spider Queen Blood (ingredient) was missing. Fixed.
- Improved the exiting message to avoid any issues.
[2022 Sept.2 v1.6e] Adjusted merchant items and prices, but mostly created a new version for the Lost Valley items and recipes.
[2022 June 3, v1.6] A NPC with dialogue now greets you and makes things more clear and welcoming. You can ask him where gear and recipes are. (Subtitles must be on for Dungeon Maker dialogues.) - Many minor improvements for fun.
[2022 June 3, v1.5] A Cloak of Protection costing only 40 gp was removed from the main merchant (the actual Cloak of Protection cost 800 gp). This is a bug in the game. Some free basic stuff was missing for level 1 characters : a few arrows and bolts, a few projectile parts (for Smithing), and the recipes for Charm Person and Bless (for Spell Scribing).
[2021 Dec. 28, v1.4] The bed to Long Rest had a major issue : it could not be used. Fixed ! Thanks to Lockindale's report.
[2021 Dec. 11, v1.3] The container near the Loremaster with some basic tools and foci was nearly invisible (fixed). The exit message advising to Update all characters could be hidden behind the game's Exit prompt (fixed).
[v1.2] Though the headquarter had everything magical and for crafting, some basic free gear was missing for new adventurers (non magical Scale Mail and mundane ranged weapons were missing. Fixed).
[v1.s6] Only premade scrolls were missing in version 1. Therefore quartermaster and loremaster merchants are now complete [there was a typing error here].
[v1.s2] Maddy Greenisle has joined your headquarter and is responsible for anything related to spells and scrolls.  She also did a few small improvements to the place.


QUARTERMASTER SET-UP

SELLING
- After selling an item, if it was a mistake, you can buy it back for approximately the same price.  It is your headquarter after all. 

- Selling items gives you about 78% of the official value, which is a good amount (much more than in the main campaign).  This is important as DM campaigns do not benefit from the Scavenger faction. 

CRAFTING RECIPES
- Quartermaster Galar sells all poison recipes beyond basic ones*, all enchantement recipes, and all you need to craft. - Loremaster Maddy sells all scroll recipes. [Note that the Dungeon Maker limits scribing recipes to levels 1-4, with one level 5 spell (Banishment).]

BUYING 
- Items are sold at 20% rebate.
- Quartermaster Galan sells all crafting ingredients, but also all magical items.
- Loremaster Maddy sells the scribing recipes and also the premade scrolls (Wizards rejoice!). [v1.s6]

IDENTIFY : of course Detect Magic and Identify are free services.

FREE BASICS

* Level 1 scroll recipes, basic smithing recipes (enchanted arrows/bolts), and basic poison recipes are available for free in a container upstairs (which is the crafting workshop and sleeping area).  We consider that all characters who are proficient in scribing should know the basics for the level 1 spells they know.  

* Free basic tools : the workshop area also has a few sets of tools in case your party is missing them for any reason.  

* Also 20 free rations to help you rest/craft. 

* Free basic weapons and armor : basic non-magical weapons and armor are also available for free, so new characters can have their preferred weapons and relevant armor before starting their adventures. 

* Free arcane/divine foci : holy symbols, component pouch, etc.

__

To Improve

Ideally, some prices would need adjustments, notably the spell scrolls which are very expensive in comparison to the prices of magical items as such (some are even errors, like Stoneskin for 50gp, etc.). The scroll recipes are somewhat affordable though, especially as you do not need to buy them all. It is unclear for me now if prices can be altered without causing issues.

Suggestions and feedback welcome.

__

How to adapt your gear BEFORE the MAIN campaign

I have noticed some understandable confusion from new players, so here is some basic information that should help...

Warning : Pregenerated characters (those the game offers by default) cannot be modified/updated.  You must make your own new level 1 characters. 

  1. New characters (level 1) can change their gear and learn recipes in "Your Headquarters campaign".
  2. IMPORTANT: they must then exit the headquarters using the blue area and you must click all the Update buttons for all 4 characters.
  3. You can now simply start the MAIN campaign with those same updated level 1 characters. 

Everything was testing as working normally when starting the main campaign with level 1 characters that first visited Your Headquarters. 

By the way, when you begin the main campaign, non-player characters (like merchants) will ignore you until you do the first few tasks required by the main story in Solasta


Steam profile : https://steamcommunity.com/id/baraz/

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
1 year ago (edited)

Question : I could or should have placed many merchants rather than one super quartermaster.  That would have been simpler for me anyhow.  Though maybe one single merchant is simpler for the player.  Any opinions on this? 

__

There is another similar concept I discovered after, called Camped for the Night, that is a Location and uses the basic DM merchants.  Rather nice.  Using both that one and this headquarter seems like a good method for doing many "dungeons" with the same party.


Steam profile : https://steamcommunity.com/id/baraz/

Skryia
Level 13
1 year ago

I think multiple merchants makes for a better player experience, personally. A lot less to sort through, if it’s also easier on the DM side, so much the better.

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
1 year ago (edited)

[Update Dec. 3-4, 2021] Maddy Greenisle has joined your headquarter and is responsible for anything related to spells and scrolls.  She also did a few small improvements to the place. 

The two merchants now have 100% of the purchasable magic items and ingredients/recipes (except a certain relic ring that is sort of a joke).


Steam profile : https://steamcommunity.com/id/baraz/

SirMadness
Level 8
Newsletter Link Kickstarter Backer Wishing Well Druid
1 year ago

+1 for multiple merchants, makes it more "alive" and usefull not to scroll for 4h into tones of items :p


"VISE LES YEUX BOUH !!!" (c)MINSC https://www.Twitch.tv/sirmadnesstv pour du live https://www.youtube.com/myuneffectivemadness pour de la VOD

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
9 months ago (edited)

Happy to say I finally added a NPC with dialogue that now greets you and makes things more clear and welcoming. You can ask him where gear and recipes are. And many minor improvements for fun. 

Did you know that subtitles must be on for Dungeon Maker dialogues ?  :P  I learnt that the hard way.  I could see the party statements, but NPC dialogue were totally invisible until I turned subtitles on! 


Steam profile : https://steamcommunity.com/id/baraz/

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
6 months ago

I need the "guarantee" that new items that are not marked Lost Valley do not cause any issues for players without the DLC. My fear is that even if unmarked visually in the Dungeon Maker, some new items might still cause issues in the official campaigns. My Headquarters DM allows players to adapt their gear before any campaign and I would not want players without the DLC to experience oddities.

  • Has anyone done the testing ? Maybe some of you used those items without the DLC ?
  • I could deactivate the DLCs on my end and try stuff (time consuming).

Meanwhile, to be safe, I just added all the new items to a new version that requires the DLC.


Steam profile : https://steamcommunity.com/id/baraz/

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
2 months ago

Note that might interesting other creators of Dungeon Maker campaigns or maps : 

I removed the Six-Leagues Boots and the One Ring which require the Backer DLC.  This is of course to avoid the player getting error messages about missing DLCs.


Steam profile : https://steamcommunity.com/id/baraz/