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Posts from Labyrinths of the Mind

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7 years ago
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Update from 06/08/19, version 1.3.3

- Fixed the Necromancer's attack (behavior adjusted to be more aggressive)
- A portal to the city has been added to the map.
- The ability to build a tavern has been removed from the second city (Necromancer), but it will be available later.
- Minor rebalancing of key opposing heroes (mages, thanks to 13ga for the testing)



Added 1 minute ago
Remix
Beginning of the "Labyrinth of the Mind" scenario walkthrough (hero difficulty): https://www.youtube.com/watch?v=X4m6APYWmpk

I made a few corrections to the map but didn't have time to upload them. That's okay. You have intelligent walkthroughs; I'll find time to watch. It might help identify other errors.

Added 16 hours 57 minutes ago
Update from 06/09/19, version 1.3.5

- Rebalanced the Dwarf in the Dungeon (buffed)
- Minor adjustment of wall offsets in the labyrinth

Added 7 minutes ago
13ga
The placed mentor has a mockingly decorative purpose.

The mentor on the map is functional
In reply to KioM
7 years ago
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KioM

The Mentor on the map is functional.
I apologize for the unclear way I expressed my thoughts. The Mentor is functional, in a technical sense. In terms of gameplay, it's placed in a very inconvenient location. Did you consider how many days it takes for a hero to reach it and return, and what level the hero will be when they arrive? In the new version, with the city portal, the travel time will be reduced by half, making it somewhat more acceptable. Why can't we allow access to the Mentor from the first city?
In reply to 13га
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7 years ago
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I agree with 13ga; having the mentor in a remote corner of the map is inconvenient. I don't think there's any point in hiding him. Why artificially extend the map? There's already a lot of running around, and the mage might not get the log. I was lucky and found it on level 2, but I'm not sure everyone will have the same luck. You could place the hut with the log at the beginning and, ideally, shorten all the routes, as the map starts to get tedious towards the end.
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7 years ago
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Update from 06/11/19, version 1.3.6

- Fixed the number of stats granted by the magic tower.
- Increased the experience and money reward for completing quests.
- Sandro's Cloak is now prohibited from being purchased (it is available on the map).
- Shackles of Fate are now prohibited from being purchased (they are available on the map).
- Increased the army guarding the Amulet of Mastery.



Added 1 hour 40 minutes later
Update from 06/11/19, version 1.4

- Improved images

Download the Labyrinth of the Mind map, version 1.4
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6 years ago
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Spoilersbeautiful
The Necropolis transforms after victory.
Underground, there's a set of Gnomes.
The "Subdue" spell is missing from the book of dark magic.
The last city of the mage Narhiz – it's desirable to have a cloak and darkness (there are 100 Titans and +++)
In reply to Myxay-Furry
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11 months ago
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Myxay-Furry
In the Valley of Genies, a Genie stands guard at the passage. So, this Genie (probably) is supposed to guard this passage, but you can go around it from above. I don't think that's how it should be, right?

Oh yeah, I probably ran through everything, but I couldn't find the Blood Lake. Where is it? Is it even on the map?

Is the description supposed to be like this? "A mage who has lost himself in long journeys through parallel universes, finally." What is "finally"? You could add some commas, and it would be amazing.

Well, I'm an idiot, what can I say... I took the samples, I was just blind.
This pack of genies joined me, totaling 19.
The Blood Lake is a red puddle right next to the tree (you need to stand in a specific spot on the shore). If it weren't for the comments, I would have been struggling for a long time to figure out where to get the cold for the fire (how can you guess that you will learn cold in the Tower?). This is a very questionable decision.
P.S. On the second playthrough, I didn't find any cloak or shackles (as someone wrote). The mentor is very far away, so the beginning is difficult. I didn't go into machines, although my knowledge was around 67 (I don't know if it's a bug or not, but I received this effect for some quest ). I controlled Chaos when the opportunity arose, but it turned out to be useless (it might have been useful at the end of the game during sieges, but I only used it twice throughout the game to clear tails). The packs of guardian creatures are very strangely composed... as usual, there are three or four squads of creatures, but one squad is complete, and several are individual (something is wrong). At the beginning, I tried to get the Phoenix, as it was the only spell. Then I learned Fist and Swarm, and somehow managed to do well in summoning. In the end: Darkness + Summoning, and I simply defeated the mage with cloned meat without much difficulty (but it's not that simple, because some of the spells are not in the books, and everything depends on the random spells in the three castles (I wasn't lucky, but the spells that I had were enough to win the scenario). The last Chaos mage (there is a Pyric), surprisingly, didn't attack the phantoms, but only hit the archers with fireballs (it's clearly the author's work, or he was full of pyrokinesis . I didn't encounter Subdue, as in the first playthrough, but Berserk, Blindness, Vampirism (learned separately through a scroll on the map) + Phoenix, Phantom, Wall, and Crystal are available. Tip: if you are told that there is nothing to do here, you should not panic about bugs; this is just a protection against early access. This is a controversial scenario; many things were liked and disliked. But it is passable and interesting in its own way. Thank you for the game.

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