Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
 This topic has been pinned, so it's probably important
amantalado  [developer] 13 Nov, 2018 @ 4:22am
Majestic Majesty Changelog 0.19
It's been over a year now since that last time this actually got an update, but even coming short of 0.20 this has far too much content for me to bugfix and look through alone. I removed a lot of the superfluous and obsolete changes from the total changelog to make it easier to read through, but there is a lot I have omitted from writing because of how much work still needs to be done. Namely the expansion monsters and bosses adapted changes to the mod, though you can still see what has affected them from their Help information
Note: This version will likely have a lot of bugs due to the nature of the changes made, I ask that if you find them, you post them in the bug report Discussion, I anticipate there will be quite a few to fix. My advice, don't pick a scenario that starts you off with a dozen heroes and enemies right away, at least until I get the mod more stabalized.

0.19 Changelog

Building Changes

-All buildings and lairs start with 10 Physical and Magical armor.

-Applicable buildings now have an Options attachment. The attachment is an overall holder for the functions of the structure, containing Research and Service categories for the player to look through.
-Marketplaces and Trading Post Healing Potion Research moved to their Research attachment, with the option in the original structure already having been completed.
-Libraries automatically have Fire Blast and Meteor Storm researched since Wizards no longer learn spells from the Library.
Ultimately useful for organizing and creating artificial Tabs for a structure. The alternative was having everything in one massive tab, or scattered amongst multiple different attachments present on the physical surface of the structure.

-Guilds and Temples no longer increase their max member limit based on the level of the structure. This function has been replaced with researching Expanded Living Quarters.
-All Help Signs have been moved into the Options attachment of their structure.

Blacksmith
-The Blacksmith can now purchase extra equipment from Heroes.
-Blacksmith purchasing mechanics currently operate in the same manner as the Marketplace's purchasing mechanics currently do.
-Level 2 and higher Blacksmiths no longer grant bonus starting HP. They now grant +1 Physical Armor to all newly constructed and upgraded buildings.

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.

-Damage calculations are no longer carried out differently for units and structures, they now all operate along the same parameters.
-The only exception to this is in regards to critical strikes.
Having combat resolve different depending on whether the target is a building or not ends up being needlessly complicated in regards to the direction this mod is taking combat towards.

Armor Types:
-Phyiscal and Magical armor will be introduced to replace the old Armor system to reduce damage by percentage rather than a flat amount.
-Physical and Magical armor perform the final reduction for all appropriate damage types in the damage system.
-Physical damage types include Piercing, Slashing, and Crushing. Magical damage types include all others.
-Armor calculation for both Physical and Magical armor is done via the following formula: ((0.06 * armor) / (1 + 0.06 * armor))
-Armor will also increase damage by the same amount if it goes into negative values.
Example: 1 Physical Armor reduces the final damage from Slashing/Crushing/Piercing damage by 5.7%. 5 Armor by 23.1%, 10 Armor by 37.5%
Example: -1 Physical Armor increases the final damage from Slashing/Crushing/Piercing damage by 5.7%. 5 Armor by 23.1%, 10 Armor by 37.5%


Kill Tracking Lists
-All units can now track the number of kills they have and categorically sort through the types of kills they have made.
-Aside from total overall kills, kills are also catalogued into the following categories: Units, Monsters, Heroes, Buildings, and Lairs.
-Kills are further catalogued into the following factions lists: Kingdom, Goblin, Ratkin, Undead, Nature, Monster, Dragonkin, Sanguine Cult, and one for each temple religion.
-Kills are also kept for each specific individual unit that was killed as well.
Killing unit will eventually carry a severity of enmity earned if the unit belonged to a faction. For example, razing a Level 3 Temple earns more enmity from a faction towards the credited unit than destroying a Level 1 Temple.

General Changes
-Description information updated to provide resistance and attack information on all affected objects.
-An equipment system has been implemented for Heroes to utilize.
-Current equipment consists of Body Armor and Primary Weapon.
-All Heroes will be moved to utilizing the new equipment system.
-Heroes can now drop their equipment on the ground after dying for other heroes to pick up and utilize.
-Only heroes using the same type of equipment can utilize dropped items as their own in this manner.
Due to the current way equipment upgrades in the Blacksmith/Wizard's Guild, upgradeable equipment cannot transfer between different types of heroes. Until GPL functionality is expanded, only non-upgradeable equipment such as those found in the field will be able to be used by different types of heroes.


Hero Changes
-Vitality now grants +1 HP to heroes per point on top of their HP bonus per level.
-All Heroes now have their base HP start at 2.
-Maximum mana now increases each level by 1 per 6 points of Intelligence.
-Newly trained heroes now start with Maximum Mana.

-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.


Attribute Changes
-Artifice no longer increases sight range, attack range for ranged heroes, or casting range.
Heroes eventually reach a hard ceiling on the benefits of increased Sight Range, causing them to actively be detrimental towards them and bringing down Cast and Attack range with it. With Sight Range, the hero compiles more enemies within their sight and increases their likelihood of fleeing and tremendously increasing their process load as they compile objects based on a multiplier to their sight range. With Attack and Cast range, heroes end up firing spells and attacks that could well exceed their sight range, causing buggy behavior (even if the area is not shrouded in a fog of war) so must naturally be less than their Sight Range anyway.

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.

Regeneration Changes
-Doubled the cycle time for regeneration to tick and halved the threshold to regain a point of health/mana.'
Essentially slowed down the regeneration update from 200 milliseconds to 400 milliseconds, as the fast update times might contribute to late game slowdowns.

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.

Henchmen Changes
City Guard
-Guards now have the same UI window has heroes, and display their intents with specificity if applicable.
If the Guard is attacking an enemy, his intent will specify what he is attacking.

New Henchman: Archer
-Can be recruited at a Guardhouse.
-Acts as a ranged support henchman for the City Guards.
Has equal stats to the Royal Archer, but does not have abilities.

-Most Henchmen now deal a damage type with a minimum and a maximum damage and have Resistances.
-Peasants, Tax Collectors, and Caravans have 0% Resistance.

City Guard
-Damage type set to Slashing.
-Damage changed from 1 - 12 to 5 - 6.
-Resistances: 5% Piercing
-3 Physical Armor

Veteran City Guard
-Damage type set to Slashing.
-Damage changed from 1 - 13 to 5 - 7.
-Resistances: 5% Slashing, 10% Piercing
-4 Physical Armor

Court Mage
-Resistances: 15% Poison, 30% Arcane, 15% Necrotic
-3 Magical Armor

Mercenary Arbalest
-Damage type set to Piercing
-Damage changed from 1 - 22 to 8 - 12.
-Resistances: None
-1 Physical Armor

Palace Guard
-Damage type set to Slashing.
-Damage changed from 1 - 13 to 5 - 7.
-Resistances: 5% Slashing, 10% Piercing
-5 Physical Armor

Royal Archer
-Damage type set to Piercing
-Damage changed from 1 - 13 to 5 - 7.
-Resistances: None
-2 Physical Armor

Squire
-Damage type set to Slashing.
-Damage changed from 1 - 16 to 7 - 8.
-Resistances: 15% Slashing, 20% Piercing
-8 Physical Armor
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.
-Each Blacksmith upgrade increases the Gold Value of an item by 25% of its base value.
-Basic equipment will carry over Blacksmith levels when upgrading.
A piece of equipment valued at 10 Gold with full Blacksmith upgrades will increase in value to 18 Gold.


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.

-An additional Task Category has been added to hero decision trees. The Support category covers tasks such as Building structures, Healing allies, and planting Herbs/Fungi on the map.
-Support tasks are in the same priority category as Explore, Combat, and Prepare.
-The Purchasing Equipment task has been decoupled into its individual components to allow heroes greater flexibility in utilizing Services.
-The individual components of Purchasing Equipment have been separated into their own tasks for visiting the Blacksmith, Marketplace, Wizards Guild and Rogues Guild.
-Heroes will not always immediately leave the shop upon purchasing an item, and will instead determine if the shop has anything further to offer if the hero has gold remaining after a purchase.

Exploration Changes
-Heroes gain more experience the farther away from their home Palace that they venture.

Equipment
The equipment system is more streamlined and versatile, this means enchantments will be put on hold until the remaining issues are worked out of this system.

Adept
-Primary Weapon set to Short Staff.
-Body Armor set to Light.

Barbarian
-Primary Weapon set to Axe.
-Body Armor set to Light.
Secondary weapon will be a club once the remainder of the equipment system makes it in. This means that some heroes can interchange between equipment types from different hero classes.

Cultist
-Primary Weapon set to Throwing Knife.
-Body Armor set to Light.

Dwarf
-Primary Weapon set to Hammer.
-Body Armor set to Heavy.

Elf
-Primary Weapon set to Bow.
-Body Armor set to Medium.

Gnome
-Primary Weapon set to Dagger.
-Body Armor set to Light.

Healer
-Primary Weapon set to Dagger.
-Body Armor set to Cloth.

Paladin
-Primary Weapon set to 2-Handed Swords.
-Body Armor set to Heavy.

Priestess
-Primary Weapon set to Rod.
-Body Armor set to Cloth.

Ranger
-Primary Weapon set to Short Bow.
-Body Armor set to Light.

Rogue
-Primary Weapon set to Crossbow.
-Body Armor set to Light.

Solarus
-Primary Weapon set to Mace.
-Body Armor set to Medium.

Warrior
-Primary Weapon set to 1-Handed Swords.
-Body Armor set to Heavy.

Warrior of Discord
-Primary Weapon set to Scythe.
-Body Armor set to Light Armor.

Wizard
-Primary Weapon set to Staff.
-Body Armor set to Cloth.

Monster Changes

-Sanguine Pits and their corresponding spawns have been removed from the mod.
Auto-generated in general will be getting an overhaul post 0.20 and the Sanguine will be included in that overhaul.

-Added Resistance Tables for all monsters.

Loot Tables
Daemonwood: 25% Tainted Bark
Dragon: 40% Dragon Scale, 25% Dragon Claw, 10% Dragon Eye
Dryad: 33% Ethereal Leaf
Evil Oculus: 50% Oculus Eye, 15% Sulphuric Blood
F. Strangleweed: 45% Strangleweed Nectar
Giant Rat: 75% Rat Tail
Giant Spider: 66% Spider Venom, 12% Spider Silk
Goblins: 80% Goblin Ear
Harpy: 50% Harpy Talon
Hellbear: 60% Bear Pelt
Medusa: 35% Medusa Scale, 20% Petrified Eye
Minotaur: 55% Minotaur Fur, 30% Minotaur Blood
Ratman: 80% Warped Paw, 70% Rat Tail
Roc: 75% Giant Feather, 25% Roc Talon
Rock Golem: 90% Enchanted Earth, 5% Enchanted Marble
Rust Spitter: 66% Vial of Acid
Skeleton: 35% Fractured Skull, 10% Bonemeal
Troll: 80% Shifting Fungus, 30% Troll Spores
Vampire: 100% Vampire Dust, 25% Vampiric Fang
Varg: 70% Varg Pelt, 50% Enlarged Canine
Werewolf: 55% Werewolf Hide, 15% Werewolf Claw
Zombie: 66% Rotting Flesh

Goblin Overlord: 80% Goblin Ear, 60% Massive Axe
Greater Gorgon: 50% Gorgon Head
Ice Dragon: 17% Frozen Core
Ratapult: Rusted Gear (x3) 75%, 60%, 40%
Ratman Champion: 70% Warped Paw, 60% Rat Tail, 40% Metal Plate Armor
Ratman Shaman: 45% MedicinePouch, 35% Plague Staff
Shadow Beast: 50% Dusk Fang
Wendigo: 75% Massive Fang
Yeti: 22% Frost Blood

-All monsters now deal a damage type with a minimum and a maximum damage.

Non-Expansion Monsters
Daemonwood
-Damage type set to Crushing.
-Damage changed from 1 - 29 to 12 - 15.
-Resistances: -25% Fire, 20% Chaotic, 30% Crushing, 20% Slashing, 30% Piercing
-4 Physical Armor

Dragon
-Resistances: 90% Fire, 60% Arcane, 30% Crushing, 25% Slashing, 25% Piercing
-6 Physical Armor
-4 Magical Armor

Dryad
-Damage type set to Crushing.
-Damage changed from 1 - 11 to 4 - 6.
-Resistances: 10% Poison, 25% Arcane, -20% Necrotic
-2 Magical Armor

Evil Oculus
-Resistances: 20% Fire, 40% Electric, 50% Arcane
-2 Physical Armor
-6 Magical Armor

Flowering Strangleweed
-Damage type set to Poison.
-Damage changed from 1 - 10 to 4 - 5.
-Resistances: -10% Fire, -33% Cold, 65% Poison, -33% Slashing

Giant Rat
-Damage type set to Piercing & Poison.
-Damage changed from 1 - 7 to 1 - 2 Piercing Damage and 1 - 1 Poison Damage.
-Resistances: 20% Poison

Giant Spider
-Damage type set to Piercing & Poison.
-Damage changed from 1 - 16 to 1 - 3 Piercing Damage and 3 - 4 Poison Damage.
-Resistances: 50% Poison, -30% Crushing, -20% Piercing

Goblin Archer
-Damage type set to Piercing.
-Damage changed from 1 - 7 to 3 - 4.
-Resistances: None

Goblin Champion
-Damage type set to Slashing & Crushing.
-Damage changed from 1 - 9 to 2 - 3 Crushing Damage and 1 - 4 Slashing Damage.
-Resistances: 10% Crushing, 15% Slashing, 15% Piercing
-2 Physical Armor

Goblin Fighter
-Damage type set to Slashing.
-Damage changed from 1 - 7 to 3 - 4.
-Resistances: None
-1 Physical Armor

Goblin Priest
-Damage type set to Crushing.
-Damage changed from 1 - 5 to 2 - 3.
-Resistances: None
-1 Magical Armor

Harpy
-Damage type set to Piercing.
-Damage changed from 1 - 18 to 6 - 9.
-Resistances: 10% Cold, 5% Electric
-1 Physical Armor

Hellbear
-Damage type set to Crushing.
-Damage changed from 1 - 16 to 7 - 8.
-Resistances: 30% Cold, 10% Crushing, 20% Slashing
-2 Physical Armor

Medusa
-Damage type set to Piercing & Poison.
-Damage changed from 1 - 13 to 3 - 5 Piercing Damage and 1 - 2 Poison Damage.
-Resistances: 25% Poison, 35% Arcane
-1 Physical Armor

Minotaur
-Damage type set to Slashing.
-Damage changed from 1 - 19 to 7 - 10.
-Resistances: 15% Cold, 20% Crushing, 15% Slashing
-2 Physical Armor

Ratman
-Damage type set to Slashing.
-Damage changed from 1 - 11 to 4 - 5.
-Resistances: 25% Poison, 5% Crushing, 5% Slashing
-1 Physical Armor

Roc
-Damage type set to Piercing.
-Damage changed from 1 - 7 to 2 - 4.
-Resistances: 5% Cold, 10% Electric

Rock Golem
-Damage type set to Crushing.
-Damage changed from 1 - 55 to 24 - 27.
-Resistances: 33% Fire, 25% Electric, 10% Crushing, 30% Slashing, 55% Piercing
-10 Physical Armor

Rust Spitter
-Damage type set to Necrotic.
-Damage changed from 1 - 9 to 3 - 5.
-Resistances: 30% Poison, 10% Arcane

Skeleton
-Damage type set to Crushing.
-Damage changed from 1 - 13 to 6 - 7.
-Resistances: 35% Poison, -50% Divine, 40% Necrotic, 75% Piercing

Troll
-Damage type set to Crushing.
-Damage changed from 1 - 21 to 9 - 11.
-Resistances: -10% Fire, -30% Cold, 45% Poison, 40% Chaotic, 20% Crushing, 20% Slashing, 20% Piercing
-3 Physical Armor

Varg
-Damage type set to Slashing.
-Damage changed from 1 - 15 to 6 - 8.
-Resistances: 30% Cold, 5% Slashing

Vampire
-Resistances: -50% Fire, 35% Cold, -25% Divine, 40% Necrotic
-1 Physical Armor
-3 Magical Armor

Werewolf
-Damage type set to Slashing.
-Damage changed from 1 - 17 to 7 - 9.
-Resistances: 15% Cold, 25% Crushing, 20% Slashing
-1 Physical Armor
-1 Magical Armor

Zombie
-Damage type set to Crushing.
-Damage changed from 1 - 13 to 5 - 7.
-Resistances: -50% Divine, 30% Necrotic
-1 Physical Armor

Majestic Majesty Monsters

Blood Mage
-Resistances: 15% Arcane, -30% Divine, 50% Necrotic
-5 Magical Armor

Crimson Archer
-Damage type set to Piercing & Necrotic
-Damage changed from 1 - 16 to 7 - 8 Piercing damage and 1 - 1 Necrotic damage.
-Resistances: -30% Divine, 20% Necrotic
-3 Physical Armor

Elder Orbs
-Resistances: 30% Fire, 45% Electric, 66% Arcane, 15% Chaotic
-9 Magical Armor

Gore Guard
-Damage type set to Slashing & Necrotic
-Damage changed from 1 - 15 to 6 - 8 Slashing damage and 1 - 1 Necrotic damage.
-Resistances: -30% Divine, 20% Necrotic, 10% Slashing, 20% Piercing
-4 Physical Armor

Maniacal Arbalest
-Damage type set to Piercing & Necrotic
-Damage changed from 1 - 25 to 11 - 14 Piercing damage and 1 - 1 Necrotic damage.
-Resistances: -30% Divine, 20% Necrotic
-2 Physical Armor

Minotaur Lord
-Damage type set to Slashing.
-Damage changed from 1 - 30 to 12 - 16.
-Resistances: 10% Fire, 25% Cold, 30% Crushing, 25% Slashing, 10% Piercing
-7 Physical Armor

Sanguine Peasant
-Resistances: -30% Divine, 20% Necrotic

Scarlet Squire
-Damage type set to Slashing & Necrotic
-Damage changed from 1 - 18 to 8 - 9 Slashing damage and 1 - 1 Necrotic damage.
-Resistances: -30% Divine, 20% Necrotic, 5% Crushing, 25% Slashing, 40% Piercing
-9 Physical Armor

Spirit Troll
-Damage type set to Crushing.
-Damage changed from 1 - 16 to 7 - 8.
-Resistances: 50% Poison, -66% Arcane, 75% Chaotic, 50% Crushing, 50% Slashing, 50% Piercing
-2 Physical Armor
-1 Magical Armor
The list has expanded since this point, but I will leave writing the remainder down for a later date.

System Changes
-Health and Mana Regeneration systems have been optimized to allow easier compatibility for future resource systems such as Stamina.
-All Majesty objects have been converted to use a new prototype system to streamline further coding, this includes expansion game objects.
-The prototype's base form is a merger of every single attribute of both the expansion and original prototypes used for all units.
-Use of the new prototype system has consequently enabled the partial implementation of another Experimental Project.
The prototype is loosely based on the way the Warcraft 3 Unit editor allows for modification of game objects, and allows for the manipulation of the aspects of many of Majesty's game objects more easily through one section of data.

Currently used and assigned parameters built upon the base form for all units includes:

-All Damage Types minimum and maximum damage.
-All Armor and Resistance Types.
-Items dropped on death including the chance to drop the item.
-HP/Mana regeneration rate.
-Hero Intents.
-Base value of all Hero Attributes.
-Skill Points.

Placeholder Parameters currently left unassigned/unused from new Prototype system include:

-Unit Magic Find
-Unit Days Active
-Unit Size X - These will encompass the total dimensions of the unit.
-Unit Size Y - These will encompass the total dimensions of the unit.
-Unit Size Z - These will encompass the total dimensions of the unit.
-Unit Shape - This will encompass the overall shape of the unit. Parameters will generally be in geometric terms (conical, spherical, square).
-Unit Age
-Unit Mass
-Unit Inventory Capacity
-Unit Inventory Current Weight
-Unit Inventory Max Weight
-Unit Race
-Unit Gender
-Unit Allegiance
-Unit Composition - Things like what the unit is made of (Rock Golem made from Rock)
-Unit Percent Composition - How much of the unit's overall mass is encompassed by this particular composition (Rock Golem is 99% Rock)
-Hunger
-Thirst
-Exhaustion

Not all unassigned attributes may end up being used, and some may simply be discarded in further iterations of the prototype.
The possible parameters listed is not complete picture of all the ones that may end up being included. The list will expand as more ideas for parameters come to mind.


New System: Loot System
-All non-expansion monsters now have loot that can be dropped once they have been killed, with different monsters having their own type of loot. Currently all loot can be sold by the hero at a Marketplace for additional gold.
-Loot will automatically be given to the hero that deals the killing blow unless that hero is too far away or is already dead. Otherwise the loot item will drop on the ground for any nearby heroes to claim.
-Marketplaces track on an individual level the amount of loot that has been sold. The more Goblin Ears that are sold at a particular Marketplace, the less gold the Marketplace will give for each additional Goblin Ear. Conversely, Marketplace's receiving their first Goblin Ear will pay out more than the Ears base cost.
-Marketplaces will pay up to +50% the base cost of a loot item if it has none in stock, and gradually pay less for a loot item as it's stock of it increases until it reaches the base price of a loot item at +0%. If the supply of a type of loot goes over 100 at a particular Marketplace, the Marketplace will start paying below the loot item's base price, as low as 75% of the item's base price.

Research System Implemented
-Structures now have additional Research options available in an attachment to the building. Researches can display their status as Available, Unavailable, Researching, Qued and Complete.
-Researches can be ordered by selecting the Research and using the Dismiss button in the User Interface.
-Research gold cost is displayed in their Gold Amount. Research Duration and Elapsed Research time is reflected in their HP alongside floating text displaying the Research name and completion % near the structure the research is taking place at if research has been tasked.
-Researches can be Qued to allow the structure to proceed to the next research after finishing it's current one.
-Dismissing a Research in progress cancels it and the player will obtain a refund on gold spent and starts on the next if there is are any researches Qued.
-Dismissing a Qued research refunds gold and removes it from the Que.
-Dismissing Complete and Unavailable Researches does nothing.
-Research options are accessible from the Palace Roster to simplify looking for incomplete Researches.
-When a Research finishes, the corresponding Advisor Voice plays and a chat message containing the Structure and Research being complete is displayed to mimic the game responding to players normally finishing Research.
-If the structure holding a Research in progress is destroyed, the Research ends and the player receives no refund on gold.

-Research options can now have requirements that need to be fulfilled before they become available to research.
-Research options that are stuck as Unavailable despite having requirements fulfilled can be dismissed to unstuck their status.

Research Expanded Living Quarters now requires the guild to be at its maximum level. Guilds without levels have this Research immediately available.
I remain uncertain if this kind of research is something to add to Dwarves, Elves, and Gnomes.

Research Barracks now requires a Level 2 Guardhouse and Recruitment Quarters
Research Recruit Additional Guard now requires a Barracks

New Guardhouse Research
Research Recruit Additional Archer: Recruits an additional Archer to this Guardhouse
Research Recruit Additional Archer requires a Barracks

The Researches available for structures are as follows:
Marketplace
Research Mana Potions

Trading Post
Research Mana Potions
Research Sleeping Quarters: Heroes can rest at this location

Guilds & Temples
Research Expanded Living Qaurters Level 1: Max Members +1
Research Expanded Living Qaurters Level 2: Max Members +1

Guardhouse
Research Recruitment Quarters: Guards now spawn from here instead of the Palace and Guard recruitment time is reduced by 30%
Research Barracks: Increases Guardhouse HP by 150 and additional Guards can be recruited at this guardhouse, up to a maximum of 5
Research Recruit Additional Guard: Recruits an additional Guard to this Guardhouse

Service System Implemented
-Structures display Services that are available for visitng Heroes to utilize, such as Mana and Health Potions at a Marketplace.
-Services typically include items available for purchase, or upgrades available for heroes to buy.
-Services can be selected to see Gold cost assosciated with the Service as it relates to the amount a Hero must spend in order to obtain the Service. Service Duration time is reflected in the Max HP of the service, with current HP representing additional time for each additional purchase.
For Mana/Healing Potions, if a hero buys them, they will have to spend 10 seconds, plus an additional second for every additional potion being bought. The duration values are reflected in Current HP and Max HP of the service.
-A description of what the Service specifically offers is provided in the Service's Description.
-This system allows a hero to be able to dynamically examine shop wares and determine purchases in a more streamlined manner.
-By default, all Services come with their status as In-Stock.
-Dismissing Services currently does nothing. May allow the function to be used to ban/unban certain services from being purchased by heroes.

Spell Changes
-Spells are divided into categories in a Hero's Spell list. Categories include the Spell Tree if applicable, a General spell list, and an Item spell list.
-Spell casting functionality optimized to be more dynamic.
-Spells are sorted into their category in the Spell tab for heroes and organized in a way that is easier to view.
-Spell values for the Fire Tree and all future spell trees are sorted into a separate list in the mod files to allow for easier access to editing their values.
The optimization renders 6000+ lines of code obsolete. This number would have been exponentially greater were any additional spell trees added before this improvement.
-A bug where a hero would lock up completely after casting spells was fixed.
This bug took far too much time to fix due to it locking the debugger as well when it ocurred, making it hard to pinpoint.

Damage Types: Spells
-All spells that deal damage now have a damage type assosciated with them and deal variable damage rather than set damage.
-Magic damage type changed to Arcane.
Acid Bolt
-Damage type set to Poison.
-Damage changed from 25 to 23 - 26.

Electric Fury
-Damage type set to Electric.
-Damage changed from 20 to 16 - 22.

Insect Swarm
-Damage type set to Piercing.
-Damage changed from 10 to 9 - 11.

Life Leach
-Damage type set to Necrotic.
-Damage changed from 15 to 13 - 15.

Exploding Aura
-Damage type set to Fire.
-Damage to primary target changed from 35 to 33 - 36.
-Damage to secondary targets changed from 15 to 14 - 16.

Inferno
-Damage type set to Fire.
-Damage changed from 40 to 38 - 42.

Radiant Energy
-Damage type set to Fire.
-Damage changed from 25 to 22 - 25.

Vortex
-Damage type set to Chaotic.
-Damage changed from 20 to 19 - 20.

Power Shock
-Damage type set to Electric.
-Damage changed from 20 to 18 - 21.

Drain Life
-Damage type set to Necrotic.
-Damage changed from 15 to 13 - 16.

Sun Scorch
-Damage type set to Fire.
-Damage changed from (15 + Level) to (14 + Level) - (16 + Level).

Energy Blast
-Damage type set to Arcane.
-Damage changed from 10 to 9 - 10.

Consume Life
-Damage type set to Necrotic.
-Damage changed from 6 to 5 - 7.

Mod File Changes
-Files containing the code for the mod are no longer in single massive master lists and are now broken down and sorted into multiple files/folders to ease navigating the code.
Might be helpful for anyone wanting to take a look at the files for a better understanding of the changes made.


I will be trying to develop the rest of the way into 0.20 while keeping on top of the bugs being reported. Depending on the nature and the difficulty of the bugs, I will release the remainder of the content to follow up on what is left. The remainder of the equipment content, the expansion to skirmish settings, and if possible, the expanded enchantment system. The final one depends on if I can determine the metric the game uses to sort the inventory of heroes.
Last edited by amantalado; 14 Nov, 2018 @ 3:34am
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Showing 1-15 of 29 comments
Wookies N Scream 13 Nov, 2018 @ 5:06am 
WOW!
Mega cool. I'm going to try it right now.
The armour type, henchmen, decision tree, exploration and research all excite me a lot.
I'm quite interested to look into the services system.
How much time have you spent with the War3 editor? You mention that you have somewhat modeled the unit properties prototype after it. I tinkered with it, but usually didn't accomplish much lol.
Thanks a lot of the notes!
Solipsist 13 Nov, 2018 @ 6:19am 
Wow man, your work on this game is amazing, and I am always super pumped after reading the changes in each update. Thank you for keeping this amazing classic game fresh and I am looking forward to future updates.

P.S: Reading about the equiptment sytem changes have me super excited as that is always how I have wished and imagined the system would work.
Last edited by Solipsist; 13 Nov, 2018 @ 6:19am
ChefMZ 13 Nov, 2018 @ 10:27am 
Many props. Going to test this out.
Seaflea 13 Nov, 2018 @ 11:00am 
Unfortunately, I've been experiencing crashes pretty frequently while trying to use the mod after the new update -- I was playing the Liche Queen quest and couldn't play for more than a couple minutes at best before the game would crash. I don't have any real details for the problems so I apologize for being unhelpful. I do want to say, though, that what you are doing is absolutely amazing. With this mod, you have breathed life back into a game that I have always loved since my childhood. I'm confident that you can get things up and running again. Keep up the great work! You've done some incredible things to this game and I can't wait to see more!
amantalado  [developer] 13 Nov, 2018 @ 12:30pm 
Finding the crashes and isolating what causes them comes down to testing one hero at a time and waiting for 5 minutes without changing anything, then slowly adding a building or unit and waiting again to see where the crash is being caused. Thats how slow it was for me to test everything out, so I couldn't really do so as quickly as I'd like. So I decided to release it now and see how many bugs I could catch with a wide net to get the mod properly working much faster. The result is a buggier release, but a decrease in the amount of time needed for bug fixing.
Last edited by amantalado; 13 Nov, 2018 @ 12:31pm
DramaLama 13 Nov, 2018 @ 2:29pm 
Awesome! testing now
Seaflea 13 Nov, 2018 @ 10:20pm 
Is there any way I may be able to help with the testing? I see other people giving you script errors but I never got any errors, just crashes.
[:-:] 13 Nov, 2018 @ 11:53pm 
I was very excited when I saw I got a download for majesty workshop but now I read the changelog. Man, this is huge! Thanks a lot!
amantalado  [developer] 14 Nov, 2018 @ 12:48am 
Originally posted by Sylux51:
Is there any way I may be able to help with the testing? I see other people giving you script errors but I never got any errors, just crashes.
There are a few methods to enable Majesty to actually give out error messages while playing. The one I use is the following:
If you have Majesty as a shortcut on your desktop, right-click->Properties
You should see a field that says "Target" that you can type in.
At the end of the field outside the quotation marks, type in -gpldebug
Save that and you should get error messages should any come up. The game may sometimes crash anyway without giving a debug error message, those only happen when it is a divide by 0 error so just knowing that is useful enough to report if you can remember the circumstances.

A last note, error messages pause the game when they display, but you might need to alt-tab to actually read them, as it might not do that automatically for you.
Speechy 14 Nov, 2018 @ 2:06am 
Epic patch, gonna try this one out
amantalado  [developer] 14 Nov, 2018 @ 2:47am 
Fixed the changelog from everything being italicized so it shouldn't look as weird to read. I'll also start compiling the other stats for expansion/boss monsters that are missing in-between bug fixes to make this changelog more complete.
Originally posted by Wookies N Scream:
How much time have you spent with the War3 editor? You mention that you have somewhat modeled the unit properties prototype after it. I tinkered with it, but usually didn't accomplish much lol.
Thanks a lot of the notes!
I spent a lot of time editing in War3, enough to the point that I tried to replicate Majesty's gameplay in a custom map. The results were vastly disappointing as I had no idea how Majesty did what it did. Now I get to work on the game itself, and merge some of the more appealing elements of other games that could work in this one as part of a mod.
Some combat/damage systems from War3, an equipment and experience system like D2 and a spell system that is a bit of a merge between D2 and Torchlight 2. I take what seems fun and see if Majesty can incorporate it.
Last edited by amantalado; 14 Nov, 2018 @ 3:04am
DaBahamaLlama 15 Nov, 2018 @ 4:21pm 
This update looks amazing! So much time, thought, and effort put into it. I can't wait to try all of the new additions to gameplay!
amantalado  [developer] 16 Nov, 2018 @ 3:36am 
Originally posted by DaBahamaLlama:
This update looks amazing! So much time, thought, and effort put into it. I can't wait to try all of the new additions to gameplay!

It's probably better you got to it now than at release, the amount of bugs matched the amount of new content, which is to say a lot. Most of the major ones should be revolved now.
МАЗИЛА 23 Nov, 2018 @ 5:58am 
mod is great!
Is it possible to translate into Russian mod?
amantalado  [developer] 23 Nov, 2018 @ 9:32pm 
Originally posted by МАЗИЛА:
mod is great!
Is it possible to translate into Russian mod?
It is. The text of the mod is located in Steam\SteamApps\workshop\content\73230\678145904\Data in the file M_Text_MM.xml
You'd only need to translate the text inside the quotation marks and editing the <IDTEXT> is not necessary. After that, all you need to do is save the file and the changes to whatever text translation you made should apply. You'd also need to save a copy of your translated text file somewhere else as if you leave it in the steam mod folder, it is bound to end up overwritten whenever the mod updates in any capacity. So be sure to have a backup of your translation around whenever you need to save over the one steam overwrites.
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