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Posts from Runes in good hands. Auto-translated

4.5 (4 ratings)

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}{0TT@6bI4
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#137
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The stats for level 31 aren't the best, but they're decent. I was confused by the skill build – three spells, Chaos(?), attack, and defense... It would have been better to have earth, magic, defense with block, darkness, and summoning. Chaos isn't effective at these numbers, and attack is like a lifeline for a gnome.
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#139
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Will there be a remix, and will the other parts of the walkthrough be included?
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#141
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Well, it wasn't really a question. More like a request to include the rest.
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#142
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}{0TT@6bI4, thank you for the kind words; this was the first mod I ever made, and I was very worried about how it would be received.

I really enjoyed the map and even laughed a couple of times.

I would love to play some of your other maps.
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#143
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Thank you for your feedback.
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#144
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The map is interesting, the layouts are good, and the strong neutral stacks in the later stages are particularly noteworthy. The RPG elements are present, there are quests, and the references were enjoyable. Overall, the map would have brought only positive emotions if not for a huge problem I encountered: "Pay 10,000 gold at the beginning or lose the game." Well, I didn't expect that. I understand that the goal was to diversify the endings and generally give weight to the decisions, but this is clearly an overreach. They could have at least placed a very strong guard near the priests, requiring skill-based gameplay or forcing players to sail to them by sea, but instead, they simply placed impassable rocks. And I'm discovering this now, after playing for 7 months. After this, I have no desire to play through it again, nor do I want to use cheats or, most likely, break the scripts. It's a shame for such a disappointing outcome for an otherwise good map.

P.S. After opening all the obelisks and obtaining a map fragment from the hermit, I still can't find the tear. The landmarks don't match at all, and even after finding the location based on your coordinates, I wouldn't say that it's the one depicted on the riddle map. But these are minor issues that didn't cause any inconvenience, unlike what I described above.

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#145
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Thank you for your feedback. I might remove or change it, but even the streamer who played through the map waited and paid. I wanted to frankly punish the "greedy," but I clearly overdid it. A well-hidden tear is a feature. Opening 5 pieces and finding the Grail based on a recognizable object is not what this map is about.

Thank you again for your feedback; all your suggestions and wishes are taken into account.
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#146
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By the way, if you still want to continue, type @EnableObject("portal", true) in the console.
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#147
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Thank you for the prompt response. Regarding the greed, I understand, but there are different ways to handle it. The king of the second city "happily leaving" and leaving us to rule in his place doesn't exactly inspire confidence, and then he's also like, "Hey, buy this." It's just that it's not obvious that this decision will be a turning point in the plot. At that point in the playthrough, there was gold available, and it was around the second month. So, you can punish greed in a simpler way. Upon meeting, charge 10k, and if they don't pay, the price increases significantly later, for example, to 50k, which is a lot of money for this map, especially without tears. "If the priests have left and don't want to be found, the path to them will likely be difficult, and perhaps even impassable, plus the dangers of the white forest have claimed many travelers..." something along those lines. So that players can at least guess not to be stingy at the beginning. And an explanation for the price increase when the player has already explored the path and seen the dead end. Something like, "The king is gone, and the prices are different." Thank you for the team; I will finish the map.
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#148
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I will definitely come up with something. Good luck with your playthrough.
С уважением, }{0TT@6bI4
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#149
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I've been trying to find Skelg for about two hours now; he's the one who makes the potion for the mummy. You write, "Read carefully!" I am reading! The potion can be made by the Alchemist Skelg! The castle is called Skelg; I go into Skelg, but there's nothing there. I go to the alchemical laboratory, and it's empty! I've searched the entire dungeon, and Skelg isn't there. Where is the alchemist Skelg?
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#150
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You are definitely mistaken. The names of our castles in the game are Colvard and Skel**D**. And the alchemist's name is not Skelg. Look for him on the "square" in the dungeon among the buildings. (Bottom right corner of the dungeon).
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#151
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Ahem.
My claws finally got to this creation. I finished it in 2 days, spending 3-4 hours each day in real life and 7 months in the game. I probably got a positive ending – I repelled the rebel attack. Before that, I became a necromancer – I think playing as the undead is more fun! But I messed up the whole game, so I had to reload a save...
Overall impressions: the story is good, the quests are excellent, and the text is amazing. I read everything, did everything that was written, and it all worked out. Isn't that something! The only thing is, I took too long with the Tear of Ashi, but... it wasn't urgent, I guess – I found it easily by digging up all the obelisks, but not intentionally, but... I'll talk about that later when I start complaining.
The difficulty seems good to me. I don't like ultra-challenging maps; they're boring to me, but this one is perfect for a relaxing playthrough. I approve, but I'm sure there will be problems for warriors on higher difficulties.
I'll complain about the poor game design decisions: I don't think the idea of "clicking on a house until you get the thing you need" is a good idea. I'm talking about the amulet of mastery. I don't think quests that aren't related to the game, and are very specific in terms of knowledge, are a good idea. You could just as easily make a quest with the description "look for the answer in a Word file in the map's archive" – that would be interesting... 🤡; And wandering around the map for too long, although the teleport home for three thousand is a lifesaver.
But all my complaints are just nitpicking; it's too hard to find something to seriously criticize! Very beautiful design, balance, quests... but I already said that.
Conclusion: I wish you success in your work, keep improving and delighting us with new creations!
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