Majesty Gold HD

Majesty Gold HD

More Heroes
55 Comments
BuzzKill 27 Mar @ 4:43am 
Bro please. I wish there was a SINGLE screenshot showing what any of the added heroes look like.
dcb$510 21 Oct, 2022 @ 6:55pm 
majestic majesty compatible?
Feeble Gamer 19 Jun, 2022 @ 9:15pm 
I agree if Vas on this.
Vas 20 Aug, 2021 @ 6:43am 
I think this could use some balancing to it and some logic added.

For example, Dark paladins would be disabled if you have a temple to Dauros or visaversa.

Some of these should also be Palace Level 3 only.

As it stands, you can build every single one of these temples and it causes a bit of an OP situation where you have every power possible on the field. :P It'd be nice if some of these would be incompatible with each other, the way normal guilds work.

Even more interesting if these would unlock certain spells. Such as giving the lightning strike capability at infinite range due to the lightning guys.
_Harted_ 3 Jun, 2021 @ 3:15pm 
Thanks for the mod! Looking forward to the combined mod with More Buildings
tolaburke 28 May, 2021 @ 5:28am 
I wonder. Cold-based hero. Uses ice dragon's breath weapon, later can apply frost field to itself and/or others. Maybe petrify(Freezing)?
Corn Crowned Turtle Neck 25 May, 2021 @ 11:15pm 
A version where when you choose one guild it cancels the ability to use alternate guilds would be nice as well.
VikesRule  [author] 24 Apr, 2021 @ 9:53am 
@cucy - I'm glad to hear that, that's honestly how I learned myself was reading through the files of both the original quests and the custom ones that other people have made. I try to include comments as much as I can for my files :)
Kyu 24 Apr, 2021 @ 12:40am 
Also, I've been looking through your files to see how mods that implement new heroes are constructed, so thanks for your hard work and comments :)
Matkatamiba 28 Dec, 2020 @ 2:54pm 
The lore you wrote is so sick. I love it. Imo the heroes are insanely overpowered, but props for the lore and coding this stuff.
staszewskilucjan 15 Dec, 2020 @ 3:35am 
Thanks . Because I was already thinking that when he finds this soul, the real potential of the character is activated - some power worthy of an angel - something like a protoss templar.
I played and tested new heroes and the dark paladins are cool - I missed that, the fire mage is also cool, the rest somehow I did not like, but the paladin is great - he has armor and spells and poisoned weapons - everything that can be used - even more resistance it was a character would be OP.
VikesRule  [author] 10 Dec, 2020 @ 5:50pm 
@staszewskilucjan - This is basically their "patrol" behavior - it functions almost identically to an Adept patrolling around a kingdom.
staszewskilucjan 10 Dec, 2020 @ 10:23am 
I have this question about the Fallen Angel - almost 80% of his lifetime is looking for lost souls - what is this all about.
tolaburke 17 Nov, 2020 @ 2:03am 
Call it Troll-Blooded or Ancient Troll or something-then you could use a Troll model.(Have to work with what's here, and there aren't any spear-wielding models in game.) Also justifies the regen. Damage Shield feels like it would work well. Of course, it'd need recoding/a new version of the spell so it would work right.(The default only recognises Ratmen/Champions/Shaman as valid, and only on the Monster side.)
Tommy Gray x Land Raider 14 Nov, 2020 @ 8:58pm 
Wonder if there could be a new hero: Immortal, from the Immortality Chapel - Guild. Immortals have below moderate damage output and combat capabilities with spears but as their name suggests, they are made to tank enemies, with excellent all round defense, health, and bonus regeneration. With experience, they can learn to taunt enemies and even cast magic mirror on themselves. Compared to most heroes, they are less likely to flee in terror yet they possess fair intelligence.
VikesRule  [author] 5 Nov, 2020 @ 5:07pm 
@tolaburke - No it doesn't grant any enchantments.
tolaburke 5 Nov, 2020 @ 10:29am 
Question: Does the Necromancer Abode actually grant weapon/Armour enchantment?
♥♥♥ war arena 21 Aug, 2020 @ 8:57pm 
This is awesome, way better than majesty 2.

One complaint: at higher levels Mystics absolutely spam Horrify, that move that the Abomination did and made that horrible, long noise. it's fucking awful. take it off entirely.

Also as others have noted, dragoncallers are just OP. the monster ai of 'continuously go and destroy' combined with dragon's high speed makes them way better at "progressing quests" than anything else. which is fine, i guess.
TheWolfssegen 13 Aug, 2020 @ 1:53pm 
Absolute legend modding for peak 2000 PC gaming.
SmoothMofo 10 Aug, 2020 @ 1:41pm 
Wow. Very cool mod! thank you.
Blargh the 2nd 10 Aug, 2020 @ 11:16am 
@VikesRule I guess the ones who died were not in the Mausoleum list :-) Quick response, cheers.
VikesRule  [author] 10 Aug, 2020 @ 11:01am 
@Khorghakh - Actually, the new heroes DO go into the Mausoleum. The only exceptions are Cultist Healers, Wild Monks, (in keeping with the Agrela/Dauros theme) and Timewalkers. Everything else will be interred upon death.
Blargh the 2nd 10 Aug, 2020 @ 10:38am 
Not sure if this is intended or just an oversight. The new heroes won't appear in the mausoleum when they die. You will need to add them into the Mausoleum.gpl (assuming this wasn't intended).
DagonDraconis 28 Jul, 2020 @ 9:46pm 
Fantastic Mod, makes game much more fun. Only suggestion for it would be that some models for heroes could be switched out with monsters or such.
tolaburke 21 Jul, 2020 @ 5:49am 
Dragoncallers in themselves are so so. The dragons they keep calling are what you fear the most of them. The map will get filled with them, and they are very good at seeking and destroying. And if they die near heroes, it's free gold for them.
VikesRule  [author] 19 Jul, 2020 @ 7:13pm 
I made a small update to how the Mystic is coded when they are summoned, hopefully this will fix the issue where they sometimes appear at level 0 and don't move.
VikesRule  [author] 16 Jul, 2020 @ 6:06pm 
@Sir Boomalot - Yeah, so I think there's something buggy with how I coded Mystics to learn the spells when they are first spawned, but right now I don't know of a workaround. My guess is it has something to do with if they happen to be assigned the same spell twice, it causes this, but I really haven't been able to confirm it during testing. When you resurrect them, do they have the normal 3 spells (assuming they reach the appropriate level to see all spells)?

Interesting take on the Dragoncaller - I initially thought they were a bit underpowered so I gave them their Dragon Rage spell. I'm not really a fan of doing constant balance changes but if others agree I can look into making some adjustments.
Sir Boomalot 4 Jul, 2020 @ 5:51pm 
The Mystic's Keep sometimes creates a level 0 mystic that does not ever move, instead staying in place "thinking" for eternity. I've not seen a hero that is bugged like this get attacked, and dismissing them does not fix or remove the hero, but killing them with spells and then resurrecting them does seem to fix them. Otherwise they take up a hero slot.

Also, the dragoncaller hero seems rather powerful compared to most others, since the lore describes them as rare you could probably lower their count per guild to 2 or even 1 and they would still be useful.
VikesRule  [author] 28 Jun, 2020 @ 1:51pm 
@ScRaTcHy - Thanks for the report, there was a bug with the Lightning Lord in that some of their attributes were not set up correctly. Vitality was one of those, which affects their HP when they level up. That should now be fixed in the most recent update.
ScRaTcHy 28 Jun, 2020 @ 9:37am 
There is a bug with the lightning lord - they seem to have a chance to instead lose max hp on lvl up and around lvl 5 they reach negative hp and just die, if revived they immediately die again. I think that the shapeshifting potion may be playing a role in this. I watched one go to negative hit points after the potion effect came to an end. I set up a fairgrounds in an attempt to power level one lightning lord and he popped out of the fairgrounds hit lvl 9 and just died with negative 4 max hp.

All in all, great mod. Its amazing to see what can be done with this old game I used to play as a kid.

Cheers
VikesRule  [author] 23 Jun, 2020 @ 7:11am 
@tolaburke - Keep in mind that if they learn a spell that requires a certain level, they must reach that level before they can use it. I did numerous testing to ensure they always learn 3 unique spells.
tolaburke 23 Jun, 2020 @ 12:42am 
Consider the Shadowbeast's self-buff as a base.

The Mystic sometimes rolls empty for their spells. Is that meant to be the case, or have they just got something without a name?
VikesRule  [author] 22 Jun, 2020 @ 8:17pm 
@Rise and shine, Guybrush! - Ah I gotcha now. I've got one more melee hero I have been thinking about, I wasn't sure how to make it more unique though. I like this idea though to give it a bit more identity. I do really like the idea of a spell that makes them attack faster.
Rise and shine, Guybrush! 22 Jun, 2020 @ 7:53pm 
A fast hero. By fast I mean he runs around the map, searching actively for monsters and lairs to fight/destroy. Attacks quite fast with lots of damage, too. However, he would have low armour.
The berserker could also have a fury/bloodlust spell that makes him attack even faster than usually for a small amount of time. He would also be bash/battle brothers with barbarians and warriors of discord, eventually grouping up with them.
VikesRule  [author] 22 Jun, 2020 @ 7:47pm 
@Rise and shien, Guybrush! - Can you elaborate on what you mean by "beserker" hero? Something that just rushes in and tanks damage?
Rise and shine, Guybrush! 22 Jun, 2020 @ 7:41pm 
Ever thought of adding a "Berserker" hero? I mean the Warrior of Discord is probably supposed to be that, but I would love to see an actual berserker hero.
VikesRule  [author] 20 Jun, 2020 @ 10:02pm 
Another update to add in a few more heroes (Mystic, Timewalker) and I also did a slight boost to Minstrels so that their own spell buffs will affect themselves now.
tolaburke 14 Jun, 2020 @ 6:29am 
I've learned something from this mod. (This is not a complaint, just a "Did you know?")

Magic Mirror reflects Dragon attacks. It's odd because I always thought they were Ranged, thus why Skeletons are so resistant.
VikesRule  [author] 12 Jun, 2020 @ 3:27pm 
@tolaburke - The Minstrel was designed as purely a support hero, so while it may be too weak in its current state, it's not designed to have any combat abilities itself.
TescoGaming 11 Jun, 2020 @ 3:04pm 
Maybe it can stun an enemy for like a second or 2 with the fervus branches or the Abomination confusion spell every so often
tolaburke 11 Jun, 2020 @ 10:13am 
The Minstrel bugs me. It has zero offence of its own. It can't heal, which is constant EXP, and it can't fight. If can only buff(1 to 3 buffs based on level). And it cannot buff itself. And the statline of them is awful. And because they're constantly in 'follow and support' mode, they move slower than you'd expect, and don't keep up with other heroes.

I'm not sure what it needs-maybe something or things to screw with enemies?
TescoGaming 10 Jun, 2020 @ 4:49am 
I had another idea for a hero,
Marksman: A green tinted ranger (with green tinted home). Who has a few different "spells" for using their bow which are cast randomly with cooldowns

- Multi-shot: Every so often can fire multiple arrows from the same shot which all fire into different monsters that surround the hero (if they are nearby)
- Rapid shot: Every so often can fire arrows at a much higher speed for like a second or 2.
(Maybe these could be compatible with any debuffs the hero has, such as poison or fire balm)

It's AI behaviour could be more like Solarii or Paladins instead of the usual Ranger AI to make it different to a ranger. And perhaps its ranged projectiles base stat could be higher than a ranger
VikesRule  [author] 8 Jun, 2020 @ 3:29pm 
@Beans O'Clock - It's intended to work the way it currently does. It grabs the stats of whatever it chooses. If it happens to be a weak monster, then that's what it becomes.
TescoGaming 7 Jun, 2020 @ 10:50pm 
It's a cool concept and the sprites look really cool. However, since it copies the monster it's looking at, it normally gets overwhelmed since there is more than one of that monster attacking it at a time. Maybe a fix could be to have the hp and damage be scaled based on the shapeshifter's level? So even if a level 10 shapeshifter copies a rat or something it won't die straight away
VikesRule  [author] 7 Jun, 2020 @ 7:11pm 
@Beans O'Clock - Thanks for the idea! I have added a new hero that was inspired by your comment, though it works a bit differently than what you suggested.

@All - Please report any bugs with the new hero - Shapeshifter. This one was very tricky to code and took me several days; I expect there to be some bugs with it (and the other custom heroes).
Rise and shine, Guybrush! 5 Jun, 2020 @ 10:16am 
Man, this sounds awesome! Gonna try it out. Always wanted new heroes.
TescoGaming 4 Jun, 2020 @ 7:30am 
My suggestion for a new hero:
Shapeshifter - It would use a grey gnome sprite as its base and have different forms it can change into based on the situation with a shapeshifting spell or something? It would have more HP than a gnome and won't be able to build anymore.

- If it's fighting something that is doing melee damage, it can become something that has a high melee resistance etc. Or if its fighting something magic based it transforms into a Medusa which is magic resistant.
-If it's fleeing it could transform into something fast like a Roc.
-When it levels up to like level 10 and the sprite becomes a gnome champion it could unlock more powerful transformations like Serpents instead of Medusa etc
Mypoppy 3 Jun, 2020 @ 3:16pm 
ty so much, always loved this game
ultima9 2 Jun, 2020 @ 8:54pm 
well done man.

if only the game was a bit more mod friendly, right?
VikesRule  [author] 29 May, 2020 @ 7:03pm 
One more update, added a couple new heroes that I had been conceptualizing to bring the total new heroes for this mod to 9.