Majesty Gold HD

Majesty Gold HD

Majesty Expanded 1.90
 This topic has been pinned, so it's probably important
Enerril  [developer] 27 Jun, 2022 @ 5:46pm
Suggestions
If you have anything like some QoL feature, or something interesting to improve gaming experience post it here
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Showing 1-15 of 30 comments
Enerril  [developer] 27 Jun, 2022 @ 5:55pm 
to do:
- fix multiple healers healing one hero
- create parties analog from majesty 2?
- fix monster behaviour attacking allied team
Shaddycat 6 Jul, 2022 @ 9:21pm 
Change the Tax Collector behavior so they go to the drop off point they are closest to based off the ENTRANCE rather than the CENTER.
Enerril  [developer] 7 Jul, 2022 @ 1:27am 
Originally posted by Shaddycat:
Change the Tax Collector behavior so they go to the drop off point they are closest to based off the ENTRANCE rather than the CENTER.

Done that but the impact is minimal. Makes a little sense for palace. The appropriate way would be to calculate the walking distance with "walk around" buildings. That's not available for modding.

Still, henchmen now calculate distance to entrance not the center.

https://ibb.co/JpVCzqV
Last edited by Enerril; 7 Jul, 2022 @ 2:02am
tolaburke 20 Jul, 2022 @ 12:21am 
The Library changes are good. But it leaves the Embassy in a problem. The heroes hired from there do not get the Library's boost to INT.

Monks, thanks to their crit mechanic, want to be striking as much as possible. Maybe they should be allowed to cast Vigilance on themselves/allies? Edit: with that in mind, Priestess of Krypta should Wither.
Last edited by tolaburke; 20 Jul, 2022 @ 1:31am
Enerril  [developer] 20 Jul, 2022 @ 12:26am 
Originally posted by tolaburke:
The Library changes are good. But it leaves the Embassy in a problem. The heroes hired from there do not get the Library's boost to INT.

Monks, thanks to their crit mechanic, want to be striking as much as possible. Maybe they should be allowed to cast Vigilance on themselves/allies?

Yeah, I noticed that too about embassy. Sadly, changing that will destroy compatibility with "More heroes/buildings" mod. So I kinda don't know about that.

I don't mind adding temple spells to their's heroes. Shouldn't be hard. Balance be damned!
tolaburke 20 Jul, 2022 @ 1:33am 
There seems to already be an issue between it and yours: with yours active, they never use the extra buildings, and I can't say why.
Enerril  [developer] 26 Jul, 2022 @ 9:06am 
Originally posted by tolaburke:
There seems to already be an issue between it and yours: with yours active, they never use the extra buildings, and I can't say why.

I have finally fixed it. Along with some other changes:yay:
tolaburke 31 Jul, 2022 @ 4:03pm 
NEXT UPDATE: Time to buff monsters :o

So, are we talking stat buffs, new moves, or something like them being able to level up?
Enerril  [developer] 31 Jul, 2022 @ 8:47pm 
Originally posted by tolaburke:
NEXT UPDATE: Time to buff monsters :o

So, are we talking stat buffs, new moves, or something like them being able to level up?


Just stats and spellls. Adding complex behaviour would make game even more laggy.
tolaburke 1 Aug, 2022 @ 10:59pm 
With monsters improving so much, and so fast, you might consider reverting the change to parry and dodge.

Much death is happening, regardless.
Enerril  [developer] 1 Aug, 2022 @ 11:39pm 
Originally posted by tolaburke:
With monsters improving so much, and so fast, you might consider reverting the change to parry and dodge.

Much death is happening, regardless.

And I thought to make them level up faster. It should take month to level up to level 10 on monsters. And 2 months to level 20. Gonna recheck timers.


I usually don't like the idea of enemies hitting each other but unable to hit cause of high parry/dodge. That doesn't seem realistic or fun even.
If I find that heroes die too much then more likely I'll reduce initial monster combat stats as well.
Monsters gain minor bonus with level up. +1 or +2.
Last edited by Enerril; 2 Aug, 2022 @ 12:31am
Enerril  [developer] 2 Aug, 2022 @ 12:51am 
Originally posted by tolaburke:
With monsters improving so much, and so fast, you might consider reverting the change to parry and dodge.

Much death is happening, regardless.

It appears I screwed up my timing formula in the excel table. Monsters leveled up about 2 times faster than they should :yay:

https://ibb.co/hfwzLTx - the correct version. Upload soon
Last edited by Enerril; 2 Aug, 2022 @ 12:53am
tolaburke 2 Aug, 2022 @ 2:09am 
Does that timing also apply to the exp/levelling from them attacking?
Enerril  [developer] 2 Aug, 2022 @ 2:21am 
Originally posted by tolaburke:
Does that timing also apply to the exp/levelling from them attacking?

No, they are separate. If monster hits 12 times it levels up. I also gave them too much damage bonus.

So, next update will balance it. Testing it right now.
tolaburke 6 Aug, 2022 @ 9:12pm 
Consider a help sign that notes what the monster modifier names relate to.
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