Dungeon Maker - User Manual

Tactical Myzzrym
Level 14
Tactical Adventures Dev
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3 weeks ago (edited)

Edit: We are aware that currently gadgets are not working properly when linking multiple dungeons together. This will be fixed in the next update (Solasta 1.0 launch)

Hey there folks! 

The Dungeon Maker is a tool available directly inside Solasta: Crown of the Magister, which you can use to create new "User Locations" - think custom maps or dungeons. It requires no additional downloads or anything, simply launch the game and the Dungeon Maker will be there! 

Keep in mind that the tool is currently in Beta - and will still be in Beta once Solasta: Crown of the Magister fully launches, as it is a recent addition to the game. As such, it is still missing quite a few features that we plan to add later on (for instance, we're aiming to implement a quest system, merchants, more environnements and the like). 

Quickstart Guide

  1. Open the Dungeon Maker
  2. Click on "Create New Location"
  3. Put down the general information of your Dungeon, such as the Dungeon Title and Description
  4. Drag and drop rooms into the editor to create the layout of your dungeon
  5. Add props to decorate your dungeon
  6. Add gadgets to make your dungeon interesting - gadgets are everything that your party can interact with, such as doors, monsters, treasure chests, traps...
  7. Make sure you add at least one entrance and one exit!
  8. You can link multiple dungeons by making your exit point towards another dungeon.
  9. Save and done! Dungeon is ready play and / or share (the dungeon can be found in "Browse Files", it's a simple .json file)
  10. If you want to play other people's dungeons, simply put their .json files next to your own (click "Browse files" to open it) 

In-Depth Dungeon Maker Guide

Understanding the Dungeon Maker Menu

Dungeon Maker - General Settings Screen

  • (4) Version Number is something you should use to indicate whenever you update your dungeon. Usually it goes like:
    • 0.x means the Dungeon is still being worked on and is not ready (example: 0.1, 0.2...)
    • 1.0 means the Dungeon is ready to be played
    • Going from 1.0 to 1.x (such as 1.1, 1.2...) usually means you fixed or tweaked something, for example a wall wasn't placed correctly or you forgot to place a monster
    • Going from 1.x to 2.0 usually means you reworked and significantly changed the dungeon, for example you added several new rooms or completely changed most of the encounters.
  • (5) Min / Max level allows you to prevent players from going into your Dungeon with Characters that are too low / too high level. For example, a Dungeon with a level 2 - 4 range will not display level 1 or level 3+ characters in the character selection screen when trying to launch your Dungeon. However, once the party is inside they can absolutely keep leveling up -  a character that levels up to level 4 won't suddenly get booted from the Dungeon. 
  • (6) Environment will affect how the floor / walls look like, as well as the type of decorations available. Currently only Necropolis is available.
  • (7) Size affects the size of the grid, you'll be able to place more rooms if the grid is larger
  • (8) Visual Mood affects the lighting / color / fog of the dungeon. Currently bugged, will automatically revert to "Crypt" setting
  • (9) Your choice of ambient music track will play during exploration - during encounters, combat music will automatically replace it

Dungeon Maker - Rooms Menu

  • (1) Closes the Dungeon Maker and return to the main menu - but make sure you save before that!
  • (2) The Undo button will revert your last change, up to the last 10 changes. Also works with ctrl+Z
  • (3) The Save button, your best friend. Also works with ctrl+S
  • (4) Opens the General Settings (previous screen with all the general information, such as dungeon title and description)
  • (5) Playtest your dungeon - launches your dungeon immediately with a premade party of level 1 characters. Mostly used to check the layout, not the encounters. You must save your dungeon before being able to playtest it! 
  • (7) List of Empty Rooms available, simply click on one to select it and place it onto the grid
  • (8) List of Pre-Furnished Rooms made by the developers to give new creators examples, simply click on one to select it and place it onto the grid
  • (9) List of Shortcuts, the most important being "R" to rotate the room or prop currently selected 

Dungeon Maker - Props Menu

  • (4) List of all available props. Props are elements that characters can't interact with, such as statues, walls, candelabra and such. They can be use for lighting, blocking passage or simply decoration.
  • (5) Lighting props are any prop that will generate light, and will appear with a flame symbol on the editor. These lighting sources can't be extinguished and will be lit by default.
  • (6) Regular props are any prop that is here to decorate / block passage, and can be placed anywhere as long as they are within a single room. Those props can't be placed at the edge of a room and / or overlapping two different rooms
  • (7) Wall props can only be placed at the edge of a room, usually to block unused exits. The "Wall with a Crawl Hole" allows the party to go through the wall (other wall props will block the party).
  • (8) Attached to wall props are props that can only be placed on top of a wall - for example wall sconces or chains. Take care to properly rotate these props so that they appear on the wall instead of being stuck inside it. 

Dungeon Maker - Gadgets Menu

  • (1) Interactive Torches are torches on the wall that you can light / extinguish yourself. Compared to "non-interactive" ones, these are not lit by default and they have a white torch symbol on the editor.
  • (2) Double Door. You can set these to be locked (unlocked by default) and adjust the DC, however keep in mind that if the party fails to open it they won't be able to try again - so always have alternative paths ready (or only lock doors to non-essential rooms).
  • (3) Hidden Door. You have to set the Perception DC for your party to notice that there is a secret passage (10 by default)
  • (4) Monster (L). Once placed, click on it to select from the list of large monsters available from Solasta. You can also group that monster with other monsters by clicking the "Encounter Group" button and putting the same number for all of them. Long story short, if one monster in "Encounter Group 1" enters combat with the party, all the other monsters in "Encounter Group 1" will join the fight, even if they're on the other side of the room.
  • (5) Monster (M). Same as above, but will show a list of medium monsters available from Solasta. 
  • (6) Treasure Chest. This gadget has a lot of different settings:
    • Clicking "Explicit Items" will allow you to select specific items from the entire list of item database.
    • Otherwise, it will allow you to set a randomly generated loot based on CR levels
    • You can set the chest to be locked, and set the lock DC 
    • You can set the chest to be trapped, and set the perception and disarm DC, as well as the trap type, the saving throw DC and the additional damage dice should you want to scale up the damage of the trap.
  • (7) Virtual Loot. Similar to a chest, but can only be placed on a prop (such as a statue, or a bench) - think of it like hidden loot. 
  • (8) Trap. You have to select the trap type, the saving throw DC, the perception and disarm DC, as well as additional damage dice if you want to increase its damage.
  • (9) Lore Area. You can type a text that will appear when a character steps on that area.
  • (10) Virtual Lore. Same as above, but has to be placed on a prop (such as a statue, or a column). The message will appear when a character interacts with a prop. 
  • (11) Dungeon Entrance. At least one is necessary for your Dungeon to be playable. By default, your party will appear at Dungeon Entrance Index 0 - you can create multiple entrances with different Indexes, in order to link multiple Entrance / Exits (Exit 1 goes to Entrance 1, Exit 2 goes to Entrance 2, etc etc)
  • (12) Dungeon Exit. If the Exit doesn't point to another Dungeon, having the party walk on it will end the run - otherwise it will load the next dungeon and teleport you to the linked entrance with the same number. 

Monster gadget & Encounter Group Index

Entrance / Exit Gadget and linking multiple dungeons together



Troubleshooting Guide

How do I share the dungeons I created? 

You can access your custom dungeon folder by simply clicking the in-game "Browse Files" button in the Dungeon Maker menu. The folder can also be manually found there: "C:\User\[YourUserName]\AppData\LocalLow\Tactical Adventures\Solasta\UserContent\Locations". Whenever you create a map in the Dungeon Maker, the game will create a .json file containing all the information with the same name there.

Where do I share the dungeons I created?

For the moment we're still working on Steam Workshop Integration. In the meantime, you could always drop by good ol' NexusMod where many other mods are already available (reminder: mods are community driven, Tactical Adventures has no control over them and cannot guarantee that they work properly). 

How do I play a dungeon I just downloaded?

Simply copy paste the .json file into you custom dungeon folder, that you can either access by clicking the in-game "Browse Files" button in the Dungeon Maker menu, or manually opening "C:\User\[YourUserName]\AppData\LocalLow\Tactical Adventures\Solasta\UserContent\Locations". The new dungeon should then appear in-game in the Dungeon Maker list. 

I have a question about the Dungeon Maker!

Drop a comment here, and if you still have questions feel free to swing by our Discord server and head to the #modding channel!

Will you update for the Dungeon Maker in the future?

Of course! You might have noticed the Dungeon Maker is still lacking quite a few features, and that's because the Dungeon Maker will still be in beta when we release the full 1.0 version of Solasta (we've got to make sure we wrap up the main campaign properly first). There are tons of things we want to add later - quest systems, dialogs, merchants, more environments... Make sure you tell us what you'd like to see first!

Why can't I play XYZ dungeon?

Make sure you check out the little (✔️) next to the dungeon in the Dungeon Maker! Often it will tell you what's wrong. Here are the two most common reasons:

  • The Dungeon is missing an entrance
  • The Dungeon contains copyrighted terms from Wizards of the Coast
sarge33rd
Level 12
3 weeks ago (edited)

What is the precise format to be used, when designating exit/entry points? As in, if I use a single digit to designate the point, what if I make multiple dungeons/modules? If I use for ex exit 2 to entry 2 in module A; how will the game know whether I mean entry 2 in which module? Since each level has to be remapped and the file named, what ties file "BCD" to "ABC" and not to "XYZ"?

I was thinking of using a 6 digit code 010101 for the 1st dungeon, 1st level, primary entry. Then the exit to the 2nd level would become 010201 and the exit from 2nd level back to 1st would be 010102. A 2nd dungeon, would start 020101 for its primary entry. 

I have absolutely no clue what happened to my 1st dungeon. I had the 1st floor completely done and tested, then built a 2nd floor. Put an exit from the 1st to the 2nd and one from the 2nd back to the 1st; and if you look on STEAM under the DUNGEON MAKER thread I started, when I went to reload the dungeon to playtest the transition, it loads black and grey polys and the party is dead.

Schlobb
Level 7
Steam Link Newsletter Link Kickstarter Backer
3 weeks ago (edited)

I think you should be using single digits. Say for instance you have 2 dungeons, Dungeon A and Dungeon B. In Dungeon A you have entrance point 1 where the party starts and in Dungeon B you have an entrance point 1 as well. All you have to do is create an exit point in Dungeon A where you select the entrance point 1 in Dungeon B. 

If you want the party to be able to go back to Dungeon A, create an exit point in Dungeon B where you select entrance point 1 in Dungeon A.

You can also have multiple entrance and exit points on the same map. I created a test map that has a room with an entrance point 0 and 3 exit points to 3 different rooms (entrance points 1,2 and 3), each of which has an exit back to entrance point 0 in the first room. When you create the exit point don't select a different map but instead type in the current map name.

Hope that helps.

sarge33rd
Level 12
3 weeks ago (edited)

This post has been deleted.

sarge33rd
Level 12
3 weeks ago

I think you should be using single digits. Say for instance you have 2 dungeons, Dungeon A and Dungeon B. In Dungeon A you have entrance point 1 where the party starts and in Dungeon B you have an entrance point 1 as well. All you have to do is create an exit point in Dungeon A where you select the entrance point 1 in Dungeon B. 

If you want the party to be able to go back to Dungeon A, create an exit point in Dungeon B where you select entrance point 1 in Dungeon A.

You can also have multiple entrance and exit points on the same map. I created a test map that has a room with an entrance point 0 and 3 exit points to 3 different rooms (entrance points 1,2 and 3), each of which has an exit back to entrance point 0 in the first room. When you create the exit point don't select a different map but instead type in the current map name.

Hope that helps.


I do not believe you are following me.


I build a module...5 levels and the theme is goblins and orcs. I have exit from level 1 to lv; 2''s entry. I have an exit from level 2 to a 2nd entry on lvl 1, (the 1st entry being where the party began). Then I have an exit from 2 to 3 and from 3 to 2. Then from 3 to 4 and 4 to 3 and lastly from 4 to 5 and 5 to 4.


Now I do an entirely different module. This time Soraks are the central theme and it is 3 levels. As ab9ove, I have an exit from 1 to 2 and from 2 to 1 and from 2 to 3 and from 3 back to 2.

Now, how does the DM know WHICH entry, a given exit is pointing to, if they all have the same numbers assigned? The DM asks for an "index" to be entered when you create the entry/exit. Generally speaking, an index will be a numeric value. Are they asking here for a file name and a numeric value? 

Schlobb
Level 7
Steam Link Newsletter Link Kickstarter Backer
3 weeks ago

When you create an exit point you don't just give an index you have to select/type the map name as well. That's why you can have the same index numbers in different maps. So in your first example you would select the goblin/orc maps when creating exit points and in your second example you would select the Sorak maps.


sarge33rd
Level 12
3 weeks ago

I'll give that a shot.