Mystrock, Artisans Path (Complete Ver 1.5)

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FennerMachine
Posts: 55
Joined: Tue Dec 23, 2014 4:11 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by FennerMachine »

I think I've completed it.
Nicely designed levels, good progress of items, well designed puzzles.
I did have to refer to this thread for help on a couple of parts but managed most of it myself.
Well done Azel!
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel »

Glad to hear. Thanks for playing! :mrgreen:
FennerMachine
Posts: 55
Joined: Tue Dec 23, 2014 4:11 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by FennerMachine »

Just completed it again.
Easy difficulty with a new party.
I found a massive area I missed last time.
Are there any areas with enemies that are not accessible?
I can see some Zarctons in one of the areas in Myst island but cannot get to them.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel »

Yeah all of the Zarch's on Myst Island can be accessed. First, there is the easy one who resides on the bridge that leads to the Selenitic Hub. Then there is another near the tallest tower on the Island, which can be accessed by cutting through the branches. Third, there is another near the entrance to the underground Selenitic Power Generator; this Zarch can be accessed either by cutting through branches near the cave entrance, or by cutting through branches accessed via the East side of the Philosopher Stone puzzle island. Lastly, there is another Zarch that can only be accessed via the West side of the Philosopher Stone puzzle island.

There shouldn't be any others running around I hope lol
FennerMachine
Posts: 55
Joined: Tue Dec 23, 2014 4:11 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by FennerMachine »

Thanks Azel.
Got all of those.
I meant the ones in the under water boss area accessed from Myst Island near the docks.
I was being less specific to try not spoil anything.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel »

ooh those guys. There are some in the Cult Enclave that cannot be accessed. They are there just for environmental effect. The same for some of the Rats and Medusa's on Clan Beach :mrgreen:
FennerMachine
Posts: 55
Joined: Tue Dec 23, 2014 4:11 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by FennerMachine »

Excellent!
I think I've fully completed it then.
I found more secrets second play through that would have been very handy first time.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel »

Awesome! My favorite playthrough trick is to sneak in to the Ryme access area and getting the weapon available there right when the game starts. Somethings users can do after beating the game the first time.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by Azel »

Quick update:

I've completed updates to puzzles, hints, and mild balance adjustments. I've also evaluated the latest Spell Pack from Rainor, and I am going to fully playtest this Mod with the following new 14 spells:

scroll of asphyxia
scroll of desolation
scroll of wrath of the sky
scroll of wrath of nature
scroll of hurricane
scroll of rock storm
scroll of thunder storm
scroll of poison storm
scroll of healing
scroll of oracle
scroll of ice storm
scroll of superior cure
scroll of immortal
scroll of elemental storm

Once a full playtest is complete I will update this Mod to Version 2.0
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Mystrock, Artisans Path (Complete Ver 1.4)

Post by AndakRainor »

Hi Azel,

I have been trying to contact you for some time now, are you still planing on adding those spells ?
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