Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
This topic has been locked
amantalado  [developer] 10 Jul, 2018 @ 12:46am
Progress Version 0.15
This one took a very long time simply for the fact that the main target of this update tampers with what makes Majesty the game that it is. That being Heroes and their Decision Making Skills.

0.15 Changelog

Attribute Changes
Wisdom
-Wisdom no longer reduces total experience required to level up. It now increases the amount of experience gained by 0.5% per point of Wisdom with no cap and experience gain.
*The amount of experience gained due to Wisdom is the same, this method simply has the benefit of not needing to be capped any longer.

Combat Changes
-Experience system has been revamped to utilize different methods of calculating experience for hero levels.
-All Monster's now give experience upon being slain by a killing Hero.
-Attacking a monster now gives the attacking hero experience in terms of damage dealt on top of flat EXP based on the percentage of the monster's total health that is taken away.

Hero Changes
-Heroes no longer generate global lists of objects when deciding on a new task. They now have stored lists of specific objects to reference.
*Major slowdowns of late-game high-unit maps of Majesty likely may be related to Heroes constantly generating new lists of hundreds of objects multiple times each time they ran through their Task Checks to decide on a task to do. This exponentially compounded problem should be minimized with them no longer requiring newly generated lists all the time.
*This measure only affects Global list generation. Lists generated based on a fixed radius or a Hero's Sight Attribute are left unaffected.

Decision Tree Overhaul
-The decision trees of heroes have been overhauled entirely to include the ability for heroes to obtain additional tasks, and to remember and execute previous tasks in case of an interruption.
-Most Tasks are divided into 5 primary categories: Prepare, Combat, Idle, Explore, and Defend.
-Heroes primarily rotate between Prepare, Combat, and Exploration, with heroes weighted differently in regards to their preference and order for each.
*Wizards, for example, emphasize heavily on preparation, and will attempt to go through more Prepare tasks than normal before deciding to go into combat.
-Defend tasks are given the highest priority, and a hero will act the same as in the prior system in regards to defending the realm or their home.
-Idle tasks such as Resting in an Inn or Going Home are what a hero will default to if there are no other available tasks in rotation.
-Idle tasks will also be given priority if a Hero's Exhaustion exceeds a certain threshold. Exhaustion is removed by a hero carrying out an Idle task, such as Resting.
-Higher values of Exhaustion currently only cause the hero to prioritize Idling for longer without any other debilitating effects.

Expanded Preparation Tasks
-Heroes can now gain experience by Reading books in the Library.
-Wizards can specifically study a special set of volumes in their Guild for a much greater experience benefit.
-Heroes can not read the same book more than once for Experience gain.
-The available books in a level 1 Library are at the moment randomly chosen from a list of 26 books. Upgrading a Library to Level 2 grants three additional books for heroes to read.
-Books in a Wizard's Guild are determined by the Guild's Level and number of Arcane Spires up to 5 volumes. Unlike Libraries, Wizard Guild books may only be read sequentially in order.
-Players can view the books that are available in Libraries and Guilds and view their descriptions about general content as well as the amount of Experience they offer.
*A brief example of how the player can view available books are in this screenshot.

Intent Changes
-Heroes intents are now context specific when applicable.
-Necessary in order to see in game that a Hero out Hunting a Giant Spider will in fact resume hunting that same spider despite opening Treasure Chests and Collecting Items along the way.
*A brief example of context specific intents are in this screenshot..

Item Changes
-Item system has been optimized to take advantage of the implemented prototype system and reduce the amount of code bloat the system used to carry.
*In total, the system went from requiring about 3000+ lines of code from lack of optimization to a little under 400 with the new system.

System Changes
-Health and Mana Regeneration systems have been optimized to allow easier compatibility for future resource systems such as Stamina.


The next updates shouldn't take nearly as long as this one. I'll be focusing on implementing a system for allowing the player to obtain more Research options from structures and give them more options in which to sink their gold into for structural upgrades.
Last edited by amantalado; 10 Jul, 2018 @ 12:53am
< >
Showing 1-7 of 7 comments
Thomaz ML 10 Jul, 2018 @ 2:56pm 
Omg...
You should totally do a Majesty 3
The amount of work and new stuff...
It's totally a new awsome game!
Wookies N Scream 10 Jul, 2018 @ 8:57pm 
My Dude... Dude... Just- My Dude.
Is this version currently live? It looks like a holy grail of which the likes I couldn't ever anticipate.
I'd pay money for this!
amantalado  [developer] 10 Jul, 2018 @ 10:02pm 
The live version will be 0.20, which is something I'm aiming to have done by October at the latest.
looks amazing, keep up the good work
BigDchad 27 Jul, 2018 @ 6:01pm 
DAM UR KICKIN ASS WITH THIS ♥♥♥♥
♥ Rommel ♥ 27 Jul, 2018 @ 8:10pm 
I look forward to the lair delving mechanic and the possibility of capturing them; if only the modding would allow for new sprites to be used this would open up more doors too.
Oh man, I forgot all about this mod. Even as it is now, it's a great mod. I'm really looking forward to the future updates. Keep up the awesome work! :)
< >
Showing 1-7 of 7 comments
Per page: 1530 50