The writing is kind of funny sometimes, in that you can tell some parts of it were written without keeping in mind what has been revealed so far.
I've noticed it the most so far in this Bone Keep castle place, where the characters occasionally throw out names or concrete goals that I'm pretty sure we didn't know. Like, the premise for coming here was "I feel like maybe there's a gem here maybe?" But the characters clearly act like they have a much better idea
Finally got around to knocking this out. I ended up using a team of a Oath of Devotion Paladin, a Shadow Tamer Ranger, a Dragonic Bloodline Sorcerer, and an Insight Cleric. This team worked incredibly well with everyone ending up in the 22-25 AC range.
started the duel without choosing a weapon. Uh oh! But it's OK, I chose my sorcerer to duel, and happened to know Greater Invisibility, so I just poofed myself invisible and shot the chief to death with fire
Where the hell is all the gear in this? I'm level 6 and everyone is practically naked still. Not finding anything but weapons and armor and shops sell nothing but the same gear wise.
Where the hell is all the gear in this? I'm level 6 and everyone is practically naked still. Not finding anything but weapons and armor and shops sell nothing but the same gear wise.
I've noticed that too, actually. Very light on equipment. Took a bunch of levels before it was even worth changing weapons
Where the hell is all the gear in this? I'm level 6 and everyone is practically naked still. Not finding anything but weapons and armor and shops sell nothing but the same gear wise.
If you're level six you should have ran into a handful to plenty of gear.
Where the hell is all the gear in this? I'm level 6 and everyone is practically naked still. Not finding anything but weapons and armor and shops sell nothing but the same gear wise.
If you're level six you should have ran into a handful to plenty of gear.
Most of the accessory gear is from the reputation stores, IIRC.
That would explain it if so. Clearly I should not be swimming in gear as nothing has dropped so far, so it must be on the faction stores which I admit I didn't look much at yet. Poor design, if so.
Where the hell is all the gear in this? I'm level 6 and everyone is practically naked still. Not finding anything but weapons and armor and shops sell nothing but the same gear wise.
If you're level six you should have ran into a handful to plenty of gear.
Most of the accessory gear is from the reputation stores, IIRC.
That would explain it if so. Clearly I should not be swimming in gear as nothing has dropped so far, so it must be on the faction stores which I admit I didn't look much at yet. Poor design, if so.
I was at the end of the game before I found out you could buy the weapons you need for crafting from one of the reputation vendors - I’d avoided home as they were the bad option, and the game made it sound like the other factions would be pissed if you sided with them.
I had stacks of the gems and recipes, but found almost no weapons or armour I actually used.
I also wasn’t a fan of the three item limit for the named enchanted items.
Apart from those small complaints, I really liked it, overall. I’m looking forward to DLC, or a sequel.
Oh, and the level cap was too low, I hit it long before the end.
Where the hell is all the gear in this? I'm level 6 and everyone is practically naked still. Not finding anything but weapons and armor and shops sell nothing but the same gear wise.
If you're level six you should have ran into a handful to plenty of gear.
Most of the accessory gear is from the reputation stores, IIRC.
That would explain it if so. Clearly I should not be swimming in gear as nothing has dropped so far, so it must be on the faction stores which I admit I didn't look much at yet. Poor design, if so.
All magical equipment will be found
1) in chests
2) on bosses.
You sometimes have to have special movement modes or to be a bit observant to get all the chests. Like the first bag of holding you should get in the second area.
All the chests are on the map aren't they? So easy to spot. Unless they are not, then will try and keep an eye out. Got fly now so should be able to reach anything.
I've been wanting to get back to Solasta, but Barbarian and Druid are my favourite martial and second-favourite magic classes, so I think I'm just gonna wait until they're out before going back.
Found a cloak finally off a boss! Oh happy day. Only 50 more equipment slots to fill.
Hope a sequel does itemization...well, at all. I do like how the game utilizes elevation and light. Die in daylight, vampires!
Yeah I'm not sure more items will even matter much at this point. Except for the main stuff, it seems like everything else requires attunement, and you can only have 3 attuned items, which just means a bunch of useless inventory slots?
I dunno, I feel like I'm missing something, but oh well.
They WANT you to go through game naked. Guess they didn't have the time/resources/desire to itemize the game properly. Oh well. It just makes me think how much better I could do in battles if I had gear.
They WANT you to go through game naked. Guess they didn't have the time/resources/desire to itemize the game properly. Oh well. It just makes me think how much better I could do in battles if I had gear.
That's standard 5E rule. But to be fair, 5E is also balanced around have no magic items at all. You don't need them, ever. They're just bonuses to tip the scales.
I've actually been pretty happy with the balance of the game so far. It seems like a good challenge without being too hard.
I always wonder how much like.... Long Rest-ing in between every fight is considered "cheating"..... It feels naughty to me, so I've been trying to limit it
Long rests are placed so as to pace expected resources. Using them after every fight is a bit “cheaty” but you also should not need to do so. Just short rest if you’re beat up and not at a rest point.
Long Rests are life. Or at least Wizard life. Using cantrips feels crappy.
Speaking of wizard spells: Is there not a way to rotate the wall of fire line? Internet isn't helping, not seeing anything in keybindings besides elevation. Oh you change alignment after first click...
Long rests are placed so as to pace expected resources. Using them after every fight is a bit “cheaty” but you also should not need to do so. Just short rest if you’re beat up and not at a rest point.
Yeah I haven't been doing so because I haven't needed to, really. But it would sure make things easier :P
Long Rests are life. Or at least Wizard life. Using cantrips feels crappy.
Speaking of wizard spells: Is there not a way to rotate the wall of fire line? Internet isn't helping, not seeing anything in keybindings besides elevation. Oh you change alignment after first click...
Wall of fire was amazing. I used the version with the safe zone in the centre.
Combine that with the cleric ability that damages enemies at the start of their turn, and being outnumbered was hilarious.
Of fucking course dragging to your character in the inventory screen drops stuff on the ground and of course you can't get back into the ID area. Items are dog shit in this so of course I lose one, of course. Gah. No console commands either it seems. Let's go see what I get out of shop with infinite gold! And of course nothing in the faction I maxed out...hope the Scavenger's do their job. And they just brought shit back, very helpful. Argh. Suppose rep items being tied to a specific faction worked out here, can get the +2 shield off Circle when I'd have probably given it the Arcaneum. Just figures it happened in an area you can't get back to, sigh.
Of fucking course dragging to your character in the inventory screen drops stuff on the ground and of course you can't get back into the ID area. Items are dog shit in this so of course I lose one, of course. Gah. No console commands either it seems. Let's go see what I get out of shop with infinite gold! And of course nothing in the faction I maxed out...hope the Scavenger's do their job. And they just brought shit back, very helpful. Argh. Suppose rep items being tied to a specific faction worked out here, can get the +2 shield off Circle when I'd have probably given it the Arcaneum. Just figures it happened in an area you can't get back to, sigh.
Dragging to a slot equips an item? Did you want to use it? Are you sure it dropped on the ground and isn't just like... in a different inventory that you weren't looking for? If you drag an item to a character portrait it moves the item into their inventory.
I don't know what the ID area is. You can get back to the place i think you're talking about (you just have to walk back manually).
The scavengers bring back everything you didn't pick up but they don't open chests you failed to open. They might not grab things you dropped but i am unsure on this.
Through the fire forest area inside the shed. It won't port you back inside from the shed. If there's another way I'll be happy to learn of it. It's definitely on the ground somewhere in there.
I got into this game late I guess. My friend started playing it and told me how cool it was from his initial impressions, so I bought it and played all the way through it, then a week later it went on sale, and my friend has gone on to not play it at all since. :P
Anyone looking forward to the big update in 3 days? Not just the classes, but the dungeon maker is going to get a lot of improvements. It's still technically beta but it sounds like what they have in store will start to bring it much more in line with past campaign creation tools like Neverwinter Nights.
Didn't see a lot of talk about the dungeon maker earlier in this thread but there are already some good player campaigns, and they're only going to get better with the new tools. It sounds like the devs are working closely with some members of the community to implement specific features they've been asking for. From what I hear we'll be able to edit items' and monsters' names, descriptions, and stats. Sounds pretty flexible.
I got into this game late I guess. My friend started playing it and told me how cool it was from his initial impressions, so I bought it and played all the way through it, then a week later it went on sale, and my friend has gone on to not play it at all since. :P
Anyone looking forward to the big update in 3 days? Not just the classes, but the dungeon maker is going to get a lot of improvements. It's still technically beta but it sounds like what they have in store will start to bring it much more in line with past campaign creation tools like Neverwinter Nights.
Didn't see a lot of talk about the dungeon maker earlier in this thread but there are already some good player campaigns, and they're only going to get better with the new tools. It sounds like the devs are working closely with some members of the community to implement specific features they've been asking for. From what I hear we'll be able to edit items' and monsters' names, descriptions, and stats. Sounds pretty flexible.
I got into this game late I guess. My friend started playing it and told me how cool it was from his initial impressions, so I bought it and played all the way through it, then a week later it went on sale, and my friend has gone on to not play it at all since. :P
Anyone looking forward to the big update in 3 days? Not just the classes, but the dungeon maker is going to get a lot of improvements. It's still technically beta but it sounds like what they have in store will start to bring it much more in line with past campaign creation tools like Neverwinter Nights.
Didn't see a lot of talk about the dungeon maker earlier in this thread but there are already some good player campaigns, and they're only going to get better with the new tools. It sounds like the devs are working closely with some members of the community to implement specific features they've been asking for. From what I hear we'll be able to edit items' and monsters' names, descriptions, and stats. Sounds pretty flexible.
What's in the update?
For people who buy the DLC:
For those of you who've not been around Solasta for the last few weeks, here is what you can expect from the Primal Calling DLC:
* The Barbarian Class, with its 3 subclasses: Path of the Berserker (SRD), Path of the Magebane (Solasta), Path of Stone (Community)
* The Druid Class, with its 3 subclasses: Circle of the Land (SRD), Circle of Kindred Spirit (Solasta), Circle of Winds (Community)
* The Half-Orc Ancestry
* The Wanderer Background, with its brand new background quest located in Copparan
For everyone, for free:
Adventuring hasn't been kind to you lately and you don't got no gold to buy them goods? Worry not, we've got you covered. With the Primal Calling DLC also comes a fat content update - and everyone gets it for free! Aside from the usual bug fixes, here are some of the large changes or additions you can look forward to:
* You can finally skip the tutorial. Dry your tears of joy, serial rerollers, it's time to jump straight into the adventure.
* Max level 10? How about max level 12, how does that sound? With them level 6 spells and all.
* Our characters' faces may not be the prettiest around, but you'll now be able to add scars and face paints. Some more customization can't hurt!
* Was the final encounter of the campaign a little too easy? We made it harder for you.
* The Campaign Creator is here. What is the Campaign Creator? A new feature that allows you to bundle custom dungeons together, create custom monsters, items, NPCs and merchants. It's still in development though, so not every parameter can be tweaked yet.
* The Dungeon Maker now has a Town Interior & Exterior environment! Custom campaigns can now have main hubs where your party can safely rest, trade, and chat with NPCs in-between dungeons!
Not officially announced are a number of really useful dungeon maker features and additions that some in the community have been working on with the devs under NDA. They have hinted at some of this stuff on the Discord.
* Arbitrarily reward XP (and make monsters who don't give out any XP) to do quest/milestone-based leveling if you want.
* Exits that can lead to multiple places, for example a town with one exit where (presumably) you can choose to go to the mines, or the forest, or the haunted castle. Basically a hub-enabling system.
* More powerful activator gadgets, such as timed ones, so you could pull a lever and have to run to get to a door before it closes.
Some very dedicated people in the community have also been working on mods to expand the game even more, with actual scripting on the level of anything within the actual campaign. Conditionals based on any aspect of your characters, larger or smaller party sizes, a bunch of custom classes and subclasses and I think even multiclassing, higher levels up to 20, etc. etc. I am not really a modder myself but it sounds like with mods the game goes above and beyond to just about anything you would want. For me personally though I feel like the game has a relatively small community and I would worry about required mods fracturing an already-small userbase, but hey, the options are there.
One of the prominent campaign creators has a new campaign releasing the day of the update (based on his early access and to show off the new features) called Ruins of Ilthismar which he says is as long as the actual official campaign. A town and 30 or more dungeons.
I got into this game late I guess. My friend started playing it and told me how cool it was from his initial impressions, so I bought it and played all the way through it, then a week later it went on sale, and my friend has gone on to not play it at all since. :P
Anyone looking forward to the big update in 3 days? Not just the classes, but the dungeon maker is going to get a lot of improvements. It's still technically beta but it sounds like what they have in store will start to bring it much more in line with past campaign creation tools like Neverwinter Nights.
Didn't see a lot of talk about the dungeon maker earlier in this thread but there are already some good player campaigns, and they're only going to get better with the new tools. It sounds like the devs are working closely with some members of the community to implement specific features they've been asking for. From what I hear we'll be able to edit items' and monsters' names, descriptions, and stats. Sounds pretty flexible.
I'm waiting for the DLC to get back into it. Gonna make a party with a Barbarian, a Druid, and two other classes probably.
Awesome! I took a break for a couple weeks, but have been super enjoying the game. Excited to see more content!
So turns out I was really close to finishing . Basically at the point right before there was the obvious "you're nearing the end of the game!" sign posts. Just finished it tonight!
This is a really fun game. The writing and animations are sometimes a bit..... I dunno, amateur-ish, probably? But if you just accept that going in, it has it's own charm, and it's otherwise really fun. I'd probably still say that there's just too many equipment slots on your characters. You don't need that many, since basically everything but your armor/weapons need to be attuned, and there's a hard limit on that. So you end up with like, 8 empty equipment slots on each character
Anyways though, I'd recommend this definitely to others.
I'd probably still say that there's just too many equipment slots on your characters. You don't need that many, since basically everything but your armor/weapons need to be attuned, and there's a hard limit on that. So you end up with like, 8 empty equipment slots on each character
Yeah, I think this is a 5e thing and I find it really disappointing. I remember in Baldur's Gate you could fill all these slots with awesome magic items of various types, just load up with cool stuff. Don't like the limit of 3 no matter how balanced it is...I just want to have fun and feel cool and powerful.
DLC should be out in about 3 hours, and this random news site says it will be $10. But again, the patch will add a lot of things for everybody regardless of if you have the DLC or not.
There's tons and tons of cool magic items that don't require attunement. The last character I played all the way to level 20 was decked out with goodies but still only had 3 attuned items at a time.
Things are a little in flux right now because the new patch just made it possible to bundle all your dungeons together into one big campaign...so all the previous campaigns that required downloading individual map1 map2 map3 etc. that are linked together with exits, are now using an obsolete method. They will still work and be playable but just understand that there are now two ways to play campaigns, and old un-updated ones might require you to download piecemeal maps like this.
The creator Silverquick was apparently a hall of fame creator back in the Neverwinter Nights days and is back for Solasta. His modules are among the more classic-feeling, adapting old modules to the game, sometimes putting a twist on them. I had played his Moathouse on the Border before the patch but now I believe it is integrated into his mega-campaign with this current patch, and it's called Ruins of Ilthismar. I am not sure if it's released at this moment but should be soon. Look into his other previous campaigns though like Slave Lords. https://steamcommunity.com/workshop/filedetails/?id=2592772486 https://steamcommunity.com/workshop/filedetails/?id=2544471368
Vel Explorer Campaign by Vel is an attempt at creating an open world within Solasta with many different options of where to go and what to explore next, very non-linear. Maps have 3 or 4 exits leading to other such maps. There are hints on which ways might be good for gaining experience and which might end up being a bit of a challenge. https://steamcommunity.com/sharedfiles/filedetails/?id=2645762952
Vel has put out several others too which are more of a challenge like Vel Leverage and Vel Bring 'Em Back.
Elves And Their Damn Castles is kind of fun, not the greatest decorated map but a little humorous as you explore an abandoned elvish castle. The problem with this one is it requires being level 10, so you have to create a team of 4 characters, then manually level them all up from 1 to 10 from the main menu. Still it was interesting to try a map intended to be played at the (then) max level. https://steamcommunity.com/sharedfiles/filedetails/?id=2508418566
The official campaign created by Tactical Adventures to show off the features of the dungeon maker is also pretty good, it's some nice straightforward dungeoning.
I don't actually recommend the one called Crown of the Dungeon Maker, it will feel kind of disjointed...it's a series of small maps created by different people for a community contest that are strung together into one big campaign. I'm sure it might be fun and interesting but it probably shouldn't be your first.
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I've noticed that too, actually. Very light on equipment. Took a bunch of levels before it was even worth changing weapons
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If you're level six you should have ran into a handful to plenty of gear.
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That would explain it if so. Clearly I should not be swimming in gear as nothing has dropped so far, so it must be on the faction stores which I admit I didn't look much at yet. Poor design, if so.
I was at the end of the game before I found out you could buy the weapons you need for crafting from one of the reputation vendors - I’d avoided home as they were the bad option, and the game made it sound like the other factions would be pissed if you sided with them.
I had stacks of the gems and recipes, but found almost no weapons or armour I actually used.
I also wasn’t a fan of the three item limit for the named enchanted items.
Apart from those small complaints, I really liked it, overall. I’m looking forward to DLC, or a sequel.
Oh, and the level cap was too low, I hit it long before the end.
All magical equipment will be found
1) in chests
2) on bosses.
You sometimes have to have special movement modes or to be a bit observant to get all the chests. Like the first bag of holding you should get in the second area.
Steam: MightyPotatoKing
Sad times
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Hope a sequel does itemization...well, at all. I do like how the game utilizes elevation and light. Die in daylight, vampires!
Yeah I'm not sure more items will even matter much at this point. Except for the main stuff, it seems like everything else requires attunement, and you can only have 3 attuned items, which just means a bunch of useless inventory slots?
I dunno, I feel like I'm missing something, but oh well.
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They WANT you to go through game naked. Guess they didn't have the time/resources/desire to itemize the game properly. Oh well. It just makes me think how much better I could do in battles if I had gear.
That's standard 5E rule. But to be fair, 5E is also balanced around have no magic items at all. You don't need them, ever. They're just bonuses to tip the scales.
I always wonder how much like.... Long Rest-ing in between every fight is considered "cheating"..... It feels naughty to me, so I've been trying to limit it
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Speaking of wizard spells: Is there not a way to rotate the wall of fire line? Internet isn't helping, not seeing anything in keybindings besides elevation. Oh you change alignment after first click...
Yeah I haven't been doing so because I haven't needed to, really. But it would sure make things easier :P
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Wall of fire was amazing. I used the version with the safe zone in the centre.
Combine that with the cleric ability that damages enemies at the start of their turn, and being outnumbered was hilarious.
Dragging to a slot equips an item? Did you want to use it? Are you sure it dropped on the ground and isn't just like... in a different inventory that you weren't looking for? If you drag an item to a character portrait it moves the item into their inventory.
I don't know what the ID area is. You can get back to the place i think you're talking about (you just have to walk back manually).
The scavengers bring back everything you didn't pick up but they don't open chests you failed to open. They might not grab things you dropped but i am unsure on this.
Through the fire forest area inside the shed. It won't port you back inside from the shed. If there's another way I'll be happy to learn of it. It's definitely on the ground somewhere in there.
Anyone looking forward to the big update in 3 days? Not just the classes, but the dungeon maker is going to get a lot of improvements. It's still technically beta but it sounds like what they have in store will start to bring it much more in line with past campaign creation tools like Neverwinter Nights.
Didn't see a lot of talk about the dungeon maker earlier in this thread but there are already some good player campaigns, and they're only going to get better with the new tools. It sounds like the devs are working closely with some members of the community to implement specific features they've been asking for. From what I hear we'll be able to edit items' and monsters' names, descriptions, and stats. Sounds pretty flexible.
What's in the update?
3DS Friend Code: 3110-5393-4113
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For people who buy the DLC:
For everyone, for free:
Screenshots of some of the above features
Not officially announced are a number of really useful dungeon maker features and additions that some in the community have been working on with the devs under NDA. They have hinted at some of this stuff on the Discord.
* Arbitrarily reward XP (and make monsters who don't give out any XP) to do quest/milestone-based leveling if you want.
* Exits that can lead to multiple places, for example a town with one exit where (presumably) you can choose to go to the mines, or the forest, or the haunted castle. Basically a hub-enabling system.
* More powerful activator gadgets, such as timed ones, so you could pull a lever and have to run to get to a door before it closes.
Some very dedicated people in the community have also been working on mods to expand the game even more, with actual scripting on the level of anything within the actual campaign. Conditionals based on any aspect of your characters, larger or smaller party sizes, a bunch of custom classes and subclasses and I think even multiclassing, higher levels up to 20, etc. etc. I am not really a modder myself but it sounds like with mods the game goes above and beyond to just about anything you would want. For me personally though I feel like the game has a relatively small community and I would worry about required mods fracturing an already-small userbase, but hey, the options are there.
One of the prominent campaign creators has a new campaign releasing the day of the update (based on his early access and to show off the new features) called Ruins of Ilthismar which he says is as long as the actual official campaign. A town and 30 or more dungeons.
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I'm waiting for the DLC to get back into it. Gonna make a party with a Barbarian, a Druid, and two other classes probably.
So turns out I was really close to finishing
This is a really fun game. The writing and animations are sometimes a bit..... I dunno, amateur-ish, probably? But if you just accept that going in, it has it's own charm, and it's otherwise really fun. I'd probably still say that there's just too many equipment slots on your characters. You don't need that many, since basically everything but your armor/weapons need to be attuned, and there's a hard limit on that. So you end up with like, 8 empty equipment slots on each character
Anyways though, I'd recommend this definitely to others.
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Yeah, I think this is a 5e thing and I find it really disappointing. I remember in Baldur's Gate you could fill all these slots with awesome magic items of various types, just load up with cool stuff. Don't like the limit of 3 no matter how balanced it is...I just want to have fun and feel cool and powerful.
DLC should be out in about 3 hours, and this random news site says it will be $10. But again, the patch will add a lot of things for everybody regardless of if you have the DLC or not.
Is the Steam Workshop where you browse those?
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Yes, though many of them are also on Nexus for people who might own the game off of Steam.
https://steamcommunity.com/app/1096530/workshop/
Things are a little in flux right now because the new patch just made it possible to bundle all your dungeons together into one big campaign...so all the previous campaigns that required downloading individual map1 map2 map3 etc. that are linked together with exits, are now using an obsolete method. They will still work and be playable but just understand that there are now two ways to play campaigns, and old un-updated ones might require you to download piecemeal maps like this.
There is a community-curated set of dungeons highlighted on this wiki page, these are some of the better ones which are not like "my first test dungeon :-D": https://solasta-dungeons.fandom.com/wiki/Solasta_Dungeons_Wiki
The creator Silverquick was apparently a hall of fame creator back in the Neverwinter Nights days and is back for Solasta. His modules are among the more classic-feeling, adapting old modules to the game, sometimes putting a twist on them. I had played his Moathouse on the Border before the patch but now I believe it is integrated into his mega-campaign with this current patch, and it's called Ruins of Ilthismar. I am not sure if it's released at this moment but should be soon. Look into his other previous campaigns though like Slave Lords.
https://steamcommunity.com/workshop/filedetails/?id=2592772486
https://steamcommunity.com/workshop/filedetails/?id=2544471368
Vel Explorer Campaign by Vel is an attempt at creating an open world within Solasta with many different options of where to go and what to explore next, very non-linear. Maps have 3 or 4 exits leading to other such maps. There are hints on which ways might be good for gaining experience and which might end up being a bit of a challenge.
https://steamcommunity.com/sharedfiles/filedetails/?id=2645762952
Vel has put out several others too which are more of a challenge like Vel Leverage and Vel Bring 'Em Back.
I played Gwydion's Folly which is a fairly short dungeon of 3 maps and tells a nice little story with some interesting bits, highly recommend that as a starting one.
https://steamcommunity.com/sharedfiles/filedetails/?id=2555009305
Elves And Their Damn Castles is kind of fun, not the greatest decorated map but a little humorous as you explore an abandoned elvish castle. The problem with this one is it requires being level 10, so you have to create a team of 4 characters, then manually level them all up from 1 to 10 from the main menu. Still it was interesting to try a map intended to be played at the (then) max level.
https://steamcommunity.com/sharedfiles/filedetails/?id=2508418566
The official campaign created by Tactical Adventures to show off the features of the dungeon maker is also pretty good, it's some nice straightforward dungeoning.
I don't actually recommend the one called Crown of the Dungeon Maker, it will feel kind of disjointed...it's a series of small maps created by different people for a community contest that are strung together into one big campaign. I'm sure it might be fun and interesting but it probably shouldn't be your first.