Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
Gumli 16 Dec, 2017 @ 2:17am
Discussion
I didn't want to go offtopic in the suggestion thread, and the comments cannot be longer than a 1000 characters, so I decided to start a discussion thread, so it may serve as a versatile thread for any longer discussions, questions, comments and such.

Okay, so now when that's out of the way...

I'm glad that my questions were answered. If you don't mind me asking, amantalado, could we know what exactly will you be working on now?

Also, I played a few hours with the mod, and one thing I saw and didn't like was the weakness of wizards. At the moment they are the weakest of heroes, save maybe for the gnomes, or at least it looks like it. They can do some damage if they approach a battle, but they die if they fight alone or they get attacked by the enemy. They have only a small amount of spells, do not have teleports (and they are obviously too slow to run away on foot) and are pretty crap overall. Most of my wizards stick to the settlement, because they are scared of almost any enemy, and when any of them is brave enough to go hunting, they die (with the giant spiders being their worst enemy) . I get it that they were kind of overpowered in the vanilla Majesty, when they could just effortlessly destroy hordes of enemies, but I don't think that it should now go the other way around. Was it intended, or is it a subject for balancing in the future patches?

Other than that, the mod is pretty awesome. I've liked all the features that I've encountered to date, with the new buildings and henchmen being my favourite. Oh, and the Sanguine Pit was pretty great too. ;)
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amantalado  [developer] 17 Dec, 2017 @ 7:22pm 
Originally posted by Gumli:
/snip

Currently, I'm focusing on enemy forces and the way the experience system works in the mod. As for Wizards, they were a test-bed for how the skill system was going to change how heroes function to find out which areas needed to be revised and looked at. Their frailty will certainly be addressed in a way that still holds to the idea of a Wizard's personality. Meaning that they have other activities they will be given to do that doesn't require them to be in direct combat to gain experience and grow in strength. Expanding on the functions of buildings in the game and activities for heroes that revolve around other tasks is something I'm going to try to incorporate as well to make hero development feel more organic and less combat-centric, especially for the heroes that don't fare well in combat at early levels without needing a Fairgrounds, or being as broken for leveling up as Fairgrounds can end up being.

Thus far, the potential for the skill system in terms of power is there, but providing the foundation for heroes to build up and be able to use it is what needs more work on. The Day of Reckoning quest serves as an example of what a leveled up wizard can be capable of after a sufficient amount of work, but getting past the first few levels for any other scenario was something I took into account and am working to revise.
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