Please recommend the best mod you made

2 years ago

There are a few people that have made multiple mods. I was hoping to try out at least a couple of mods this week before the full release, and I haven't had time yet to play most of the mods. Anyway, if there's a mod you made that you think is your best, please let me know if you can.

And, Silverquick, as I see you're on here a good bit. I only ever got to play your first mod (the wight one) so far, but what would you say I should try next if I only have time to try one for now?

Thanks

Heldred
Level 13
2 years ago

I just played a run with mods and below are some really good mods (fun, different flavor class, etc.) that work with current release:

1) Alternate Human

2) Fighting Styles

3) Armor Feats

4) Fighter Spell Shield

5) Wizard Arcane Fighter


Enjoy!

Acadiantri
Level 7
2 years ago

Of mine, depends on what you're looking for. All of mine have difficult combat, but Tactical Trials is the most difficult in that regard. The Cultist Compound or Mallory's Maze are probably the best overall experiences. I was trying to see if you could effectively hide secret doors in The Cultist Compound and so you really have to look for the later long rest areas. Also, it has an easy riddle in it just as proof of concept. It is also much easier if you fight from the dark because your opponents don't have darkvision. In the Maze, on the other hand, you want all the light you can get. In Maze, the long rest areas are easy to find, but I used some of the same tricks to hide some secret areas with add'l monsters and magic items. Cultist Compound starts at 1st level; Maze at 4th level, so it also depends on which levels you prefer.

Acadiantri
Level 7
2 years ago

Of Silverquick's, I liked Ruined Kemp and Temple of Evil best. I also really enjoyed Trial by Fire and Treason in Traynia.

Heldred
Level 13
2 years ago (edited)

@Acadiantri I enjoyed Tactical Trials, and it was brutal.  It gave me the high-level party-on-party fight (x5) I was looking for.  I haven't tried Gribvlar's Grinder, but I liked the gauntlet-tossing style of the preview. 

I also liked Temple of Evil and the Orgre adventure (forget the name).  

Acadiantri
Level 7
2 years ago

@Heldred. Thanks for the feedback! Really appreciate it. Hope that the spellcaster AI gets smarter in the next release.

Silverquick
Level 14
2 years ago (edited)

Ok in my opinion here's how I look at my own modules. (Note I have extensive playtime in them)

1. Ruined Keep of Agramar:

Ok yeah this one is intense, requires a lot of tactics, but it is seriously reminiscent of the old Icewind Dale and Baldur's Gate. Its straight up 1st Edition level encounters, requires a great deal of tactics, and requires a lot of Force Multipliers (aka Fireballing Wizards, Spiritual Guardians Clerics, Hypnotic Pattern and Monster Summoning Green Mages) . It is intense, and every bit as intense as the Icewind Dale games are. 


2. Temple of Evil on Witch Mountain

I can't help it, this is just such a fun little 1st level module. The music, just really builds the mystery, it feels so much like the actual Temple of Elemental Evil game, I consider this one of my best achievements since I was really going for the Temple of Elemental Evil vibe in this one, and I actually key'd the encounters and "feel" directly from the 1st level of that Module which I was looking at while designing it. The REAL feel of exploration and the feel of being in an old abandoned Temple of Evil with all the history of what happened included. If I were to rate it on pure design alone, I would even give it higher marks than Ruined Keep. 


3. Halls of the Ogre Lord

I intended to design a kind of "Against the Giants" feel with this one. Outside of Temple of Evil on Witch Mountain this one has probably the best map layout. This one has a really cool little underground city design. And unlike Ruined Keep of Agramar, this one the monsters are much stronger, so even bringing a lot of Force Multipliers isn't really enough, you need some seriously strong Fighter/Paladin types to bring them down along with those. It does play a lot like the old Against the Giants Series modules and you can really feel it. If this included the Second level which is Halls of the Ogre Lord part 2, (due to bugs in the current toolset making it a multi-level module is not possible at this time) I might be tempted to rate it higher than Temple of Evil on Witch Mountain otherwise as you could have crept through the Halls in a kind of stealth mission like it was intended.  


4. Crypt of the Wight King

Honestly this one is a good solid module, beginner style with lots of secret areas, and really feels like you're creeping through tomb. Plus multiple ways to take on the encounters if you utilize those secret doors and can find them. Its got a lot of the old 1st edition style tricks/traps in it as well. Its just unfortunate that traps aren't really working as intended yet so any trap detection is an automatic disarm. This one really is for a beginner or a newbie even though its 5th level. The encounters are not overly strong, but are fun and allows you to use cautious mode a lot. This one isn't as hard as the others, but it allows for some good dungeon crawling. 


5. Hidden Shrine of Dramacht

I do not know what it is, but even though this one is well designed and has some great encounters and good backstory in it.... I just don't like this one as much as the others. There's nothing wrong with it, its got some really cool stuff in it. But it just doesn't get me going the way the others do, but then again all the "surprises" don't surprise me, since I know they're coming. Combat can be intense, but its not quite on the level of either Ruined Keep of Agramar or Halls of the Ogre Lord. While I'm sure others disagree with my personal choices in these, this one just didn't quite pump me up the way the others did. 


6. Haunted Keep

Honestly Haunted Keep was intended to be a test module for a multi-level module design while bug reporting in the forums. It was never intended to be released. It just came out so well I decided to put it up there anyway. It IS the straight module from the Tom Moldvey's edition Basic Players Handbook sample module from 1981. Its a good solid Basic D&D module. But due to limitations in the Beta Dungeon Maker it cannot be completed as designed. So I had to take a few liberties. Still I enjoyed my playthroughs of it. 


Now... to be honest with you... the Modules were intended to be played in this order... 

Temple of Evil on Witch Mountain (which when adjusted would get you to 5th level)

Crypt of the Wight King (1st Council Mission, getting you to 6th level)

Hidden Shrine of Dramacht (2nd Council Mission, getting you to 7th level)

Ruined Keep of Agramar (3rd Council Mission and Finale or wrap up to 8th level)

Halls of the Ogre Lord (Bonus Mission from the Council after beating the Orc Lord in Agramar)


2 years ago

Thanks for your replies, guys.


Heldred, I haven't actually added the modding tools yet so that I can play those types of mods, but I definitely intend to when I have a chance. The human one especially looks good, as like most people, the weak human setup bothers me a bit sometimes and it would be cool to play around with the extra feat. And I hope you can play Gribvlar's Grinder eventually. It's my first mod, and I had fun making it and playing it myself. I tried to do a couple of things different in there, but it's hard for me to sense how each player will take to it. I think if you figure out what I was trying to do there's a few neat parts in there for sure IMHO, which is actually thanks to the nice core gameplay Solasta gives us. I'm going to rewrite the TIPS part of the description today actually, because I want to clarify something about what should be the most fun way to approach the dungeon.


Acadiantri, good to see you're on here too. It was a bit quiet before on this forum, but it's probably better than Steam when talking about serious modding stuff. I'll try Cultist Compound first, but I want to give Tactical Trials a shot too. Is the latter meant for Cataclysm? That's fine for me usually. I haven't played LV7 and 8 so much yet, but that's part of the fun too. Btw, we were talking about shamans on Steam a little and their fun lightning attacks. They actually drop LV3 scrolls on occasion, so that can mess up the tactical balance a bit too. I think you got Hypnotic Pattern that way, and I've gotten Spirit Guardians a couple of times, and I think Conjure Animals once as well. If we're really trying to make a tight tactical dungeon, it would certainly be nice to choose the drops, so I guess that's something else we can hope changes eventually.


Silverquick, wish I could try them all soon and in the right order story-wise, but I guess I'll at least start from the top, although I did play the Wight King already. So I'll go with Agramar first. I like Icewind Dale a lot too. About the best game ever at keeping the tactical challenge consistently tough until the very end. I played the EE version a couple of years ago and had an awesome playthrough with a non-optimized party. Like most games, you can get away with overusing Invisibility, but that was my only complaint about the way that game played for the most part. Oh, and the lack of magical ammunition.


Man, I just hope I can still play mods after this week. Or I guess in the least we might be able to update what we made before.

Acadiantri
Level 7
2 years ago

If you can beat Tactical Trials on Cataclysm, I will be seriously impressed. I set it up to be extremely challenging just on regular difficulty. I'd try that, perhaps with deadlier AI, first. But play as you like. 

Heldred
Level 13
2 years ago

I finished Tactical Trials, on Cataclysm with deadly AI, but using custom settings on difficulty.  I couldn't endure +3 to-hit / +3 saves from monsters, so I set to  +0 / +0.  Also, I went with "full HP" on level-up.  This meant I didn't have to save/reboot to survive, and I could enjoy the encounters, without a TPW.  

I also used a purpose built party (no role-play, pure business), that made use of dual Firewall casters, Blur melee (not Haste, defense wins here), Protection from Evil, heavy armor, defensive combat styles, Spirit guardians, and Hypnotic pattern. Even Blind was useful at times to reduce incoming damage. Different spells were used at different times (not the same tactics), also healing becomes important when a party member is hit with spike damage (lightning, see below). I also pulled some of the encounters to better choke-points, which made Firewall very effective (especially changing the shape of the spell, depending upon the position). 

Biggest challenges were:

1) Endless barrage of spells, the enemies don't run out!

2) Counterspell from enemies, makes positioning and surprise critical for setup/take-out spells.

2) Endless stream of Acid Arrows is troubling, even with saves.  Ouch...

3) Lightning bolt Shaman on Cataclysm has a 150% damage increase... even a save is devastating with full HP.  Need to find and destroy those targets (or pull into the open) quickly or fail.  Often finished a battle with single-digit HP (with healing).

4) Hypnotic Pattern coming offline due to duration ending.  This happens because there is so much HP to grind away.  Some encounters had over 2500 HP to finish! 

5) Taking down multiple flyers... didn't want to move from using a shield (switch to bow) very often and couldn't waste the spells, so used cantrips like a pellet gun.  

Overall, great fun, that took hours to complete with the long combat time (huge HP in each encounter).  Every. round was important, forcing you to think through your party members' position and action, and not just wing it. Wasn't uncommon to have 15+ rounds of combat in a battle. To be fair, I waltzed into the first combat and was beaten senseless... I then respected the module, refitted the party, acted cautiously, and had a much better outcome.  Look forward to other mods!  


Acadiantri
Level 7
2 years ago

Very cool. That's really impressive, and I am suitably impressed.

The first encounter was the only one I couldn't get quite right. I expected the flying creatures to be able to fly over the rubble and readily surround the party, but no, they can't fly over a mound of rubble. Stupid fly. Still able to get the surround going which was the point.

2 years ago

That's awesome, Heldred! You're certainly hardcore. For the main campaign, I started liking Cataclysm minus the save bonus for enemies. That way I could still choose the spells I wanted, but it was still a good challenge on a lot of fights. Guess I'll try Authentic for starters on Tactical Trials.


I started Cultist Compound. Really like the tunnel entrance concept. Playing Scavenger with a mediocre party, I breezed thru the first few fights. Well, only the dining room one is supposed to be challenging, I imagine. Was pretty much winning the next big fight with an Acolyte and Evil Priest. Then a defeated enemy dropped a freakin' torch right next to my party (giving them proper vision), followed by a crit hit and two more hits before I could do anything. Then the Acolyte connected with an Inflict Wounds. Oh well. Maybe I'll go down to Authentic. :)

Acadiantri
Level 7
2 years ago

Thanks for playing. Yeah, fighting from the dark so the cultists have disadvantage makes a huge difference. Never saw an enemy drop a torch before, that's cool, well, as a mechanic, not for you. 

2 years ago

Yeah, it's fun to be the "dark side" for once. I've seen enemies drop torches a fair amount, but usually it's not so noticeable. It's actually helped me vs. soraks during the main campaign. Lol. But it is kind of nonsensical in a way, if you think about the logic of it.

Sometimes when you get a TPK you just have to laugh. 

And if you can move to the exact spot where the torch was dropped, you can even pick it up during battle. That way you can put it out using your item action that round.