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Posts from Labyrinths of the Mind

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7 years ago
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Hello everyone! Maybe I missed something or I'm just not getting it, but I have this problem: after clearing the pyramid, the Druid starts deciphering the Tarot card, and a fire breaks out. I approach the fire, and it says "No required spell." Which spell is needed, and where can I learn it?
7 years ago
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Go to the mages' treasure chamber (next to the gremlins' dwelling).
In reply to KioM
7 years ago
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KioM
I'll take a look.

Added 57 minutes later
Fixed the crash; there was an error with the Necromancer event (when the castle is captured). Also, prevented the Turquoise player from searching for the Tear of Ash. The first post has been updated.
Uploaded a new version of the map, repeated the battle with the Necromancer - three days later, just like last time - the game crashed during the Turquoise player's turn.
Should I start from the beginning?? I don't think it will help:smile07:
And, I've been wanting to ask for a long time - why was the portal to the city disabled? Getting a 2% log from the Mage is difficult enough, and then finding boots in the shop... Maybe it should be placed somewhere under heavy guard?
Regarding the Dwarves - IMHO, it was a mistake to give them a tavern. After clearing the dungeon, the player characters swarm in like cockroaches; the second Dwarf even stole the player's boat:eek:
And another question - why does a Djinn sometimes appear and disappear in places of power instead of the spawning army? Is that intentional?
In reply to vadim_t
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7 years ago
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vadim_t
Uploaded a new version of the map, replayed the battle against the Necromancer - three days after that, just like last time, the game crashed during the Turquoise player's turn.
Should I start from the beginning?? I don't think it will help:smile07:
And, I've been wanting to ask for a long time - why was the portal to the town disabled? It's so hard to get a 2% luck bonus for the Mage, and even harder to find boots in the shop... Maybe it should be placed somewhere under heavy guard?
Regarding the Dwarves - IMHO, they shouldn't have been given a tavern. After clearing the dungeon, the heroes rush in like cockroaches, and the second Dwarf even stole the hero's boat:eek:
And another question bothers me - why does a Djinn sometimes appear and disappear in places of power instead of the spawning army? Is that intentional?

I checked, three times (2 of which I waited for a week after capturing the Necromancer's castle, and in the end, the Green player lost as intended. Once I waited for 3 weeks, the Turquoise player was running around, farming monsters, and collecting resources and artifacts, but nothing crashed). I couldn't reproduce your situation, no matter how hard I tried.
Regarding the Dwarves - that was the purpose of these creatures, to always be a nuisance, and they seem to be doing a good job.
Regarding the disappearing Djinn - no, it wasn't intentional, but I also encountered this not always, in some cases, I haven't figured out why yet.

Added after 18 minutes
I figured out the reason for the disappearing Djinns. Updated the first post.
7 years ago
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No, if you start playing from the beginning, everything is fine; I finally reached the end. I accidentally chose the turquoise castle and ended up going in a direction I didn't intend to, but it turns out that was the winning condition. I wasted my time preparing for the encounter with Hafiz and Nura...
Thank you for the well-made scenario!
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7 years ago
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vadim_t
No, if you start playing from the beginning, everything is fine; I finally reached the finale. I accidentally took the turquoise castle – I went in a direction I didn't intend to, and it turned out that this was the winning condition. I prepared for the encounter with Hafiz and Nura for nothing...
Thank you for the well-made scenario!
Thank you for the test!) By the way, I also fixed this small moment so that it wouldn't be possible to "accidentally" capture an empty castle.
In reply to KioM
7 years ago
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KioM
Thanks for the test! By the way, I also fixed that small issue so that it wouldn't "accidentally" happen to capture an empty castle.
No, there was some hero in the castle, and he had an army of 4 Armageddons, but compared to Hafiz and his army, the castle was still empty:D
7 years ago
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Stunned.
Completed the druid's quest, marked it as completed. I have 23 mages and 80 gremlins, and 21 genies, and I've joined.
But what's next? Where can I buy a castle or war machines? I wandered around for a long time, getting my bearings.

Wandered around aimlessly, returned to the druid. Received a new quest (why on the second try, and not immediately after completing the first?).

Attacked a pyramid. My forces: 21 genies, 36 mages, 100 gremlins. The hero has a sign and a bow, and nothing else. In the pyramid: 10 reddish Rakshasa, 18 Viziers, 42 Obsidian Golems. It's the second month, day 4, Heroic difficulty. How can I deal with such losses in every battle, and most importantly, how can I survive with what's left?

The problem is that time is passing, and I don't understand what to do.
In reply to vasik
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7 years ago
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vasik
Stupefaction.
I completed the druid's quest, and I was marked. I have 23 mages, 80 gremlins, and 21 genies in my army.
But what's next? Where can I buy a Castle or war machines? I wandered around for a long time, trying to figure it out.

I wandered around aimlessly and returned to the druid. I received a quest (why was it given on the second try, and not immediately after completing the first one?).

I attacked the pyramid. I have 21 genies, 36 mages, and 100 gremlins. My hero has a sign and a bow, and nothing else. In the pyramid, there are 10 orange Rakshasa, 18 Viziers, and 42 Obsidian Golems. It's the 4th day of the second month, Heroic difficulty. How can I deal with such losses in every battle, and most importantly, how can I survive with what's left?

The problem is that the time is dragging on because I don't understand what to do.

You answered your own question; the pyramid's guardians are so strong because you took too long. I'll be glad if this map teaches you to play quickly and efficiently (without dragging out the process :smile08:).

P.S. I didn't explain everything in detail so that those who play would have to think
7 years ago
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So, I'm saying – you wander around the map, and it's unclear what to do or where to go. There's no logistics system; running back to a dwelling takes half a week. You suffer losses in every battle, except maybe with demons and other infantry units that are free. How are you supposed to figure out where to defeat the titans, where to find a river, and why closing a quest with a druid triggers a new quest only on a subsequent visit (and not immediately – how are you supposed to know that you NEED to revisit the druid)?
By the way, I defeated the pyramid, but where do I go next after the druid – guess again? How do you replenish your army, where is the main place to do it, what to fight with when you only have a sign and a magic arrow? At least there's a gold mine (which was very expensive to capture), otherwise it would be completely impossible to gather gold – and again, this doesn't happen in just one turn.

So, basically, you have to replay everything repeatedly just to understand what to do?
Now that I know what to expect, I need to aim for fire warriors to have any chance at all – and even then, losses are inevitable, and after replaying, it's still the same – because there's no other way.
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7 years ago
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Thank you for the feedback, I will take it into account in the future.
In reply to KioM
7 years ago
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I finished the map in about 200 days, "heroically." I don't know who this kind of scenario is intended for; I found it boring. The main impression is endless, pointless running around. The surface itself is drawn very well and is pleasing to the eye, but the way everything is planned raises many questions.
There was probably a bug with the Necromancers appearing. I only met one, Kaspar. After that, no one else appeared, although they were supposed to appear once a week. By this point, I had already found the Necromancer's Castle, but I didn't touch it (the conditions stated that Necromancers would appear until their Castle was captured).
Why give a starting Mage hero without any magic, and even with the "Chaos" skill, when the only spell that can be learned will be from "Light"? Why doesn't he even have a cart (you can't buy any vehicles at the start)? Vasik is absolutely right about the "logistics" and the incomprehensible Druid. Why was it necessary to close the city portal and the ship summoning, what could that have hindered? Why is it not possible to hire a hero in the first Castle? The hero is in prison, next to the Castle where the tavern is being built. What's the point of freeing him if he's the same first level as a purchased hero? How can you defend your Castle (from the weekly Necromancer) and explore anything if the hero is alone and moves very slowly? The assigned mentor has a mockingly decorative purpose. I was forced to restart the map from the beginning only because I missed the logistics (I thought I could manage without it using several heroes). The reward for bringing in four volumes of magic; the ability to recruit Elementals – is laughable. Why do almost all opponents have no magic? The Green one didn't know any spells, the Turquoise and Yellow ones had some simple spells, mostly built into the hero. (Ora used Arrow and Blessing, Svey – Lightning.) No one, not even the final hero, used any mass spells. In the last third of the game, everything played out on autopilot, so I somehow won by chance. I captured the city with an auto-battle, and it turns out that was the finale.
In reply to 13га
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7 years ago
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13ga
I managed to complete the map in about 200 days, “heroically.” I don’t know who this kind of scenario is designed for; I found it boring. The main impression is endless, pointless running around. The surface itself is drawn very well and is pleasing to the eye, but the way everything is planned raises many questions.
There was probably a bug with the Necromancers appearing. I only met one – Kaspar. After that, no one else appeared, although they were supposed to appear once a week. By this point, I had already found the Necromancer’s castle, but I didn’t touch it (the conditions stated that Necromancers would appear until their castle was captured).
Why give a starting mage hero without magic, and even with the “Chaos” skill, when the only spell that can be learned will be from “Light”? Why doesn’t he even have a cart (you can’t buy any vehicles at the start)? Vasik is absolutely right about the “logistics” and the incomprehensible druid. Why was it necessary to close the city portal and the ship summoning, what could that have hindered? Why is it not possible to hire a hero in the first castle? The hero is in prison, next to the castle where the tavern is being built. What’s the point of freeing him if he is the same level as a purchased hero? How can you defend your castle (from the weekly Necromancer) and explore anything if the hero is alone and moves very slowly? The assigned mentor has a mockingly decorative purpose. I was forced to restart the map from the beginning only because I missed the logistics (I thought I could manage without it using several heroes). The reward for bringing in four volumes of magic; the ability to recruit elementals – is laughable. Why do almost all opponents have no magic? The green one didn’t know any spells, the turquoise and yellow ones had some simple spells, mostly built into the hero. (Ora used arrow and blessing, Svea – lightning.) No one, even the final hero, used mass spells. In the last third of the game, everything played out on autopilot, so I somehow won by chance. I captured the city in auto-battle, and it turns out that was the finale.

Thank you for the feedback, I will think about it

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