Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [developer] 11 Sep, 2016 @ 9:43pm
Progress Version 0.11
0.11 Changelog

System Changes
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.

Monster Changes
-Added Resistance Tables for all non-expansion 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

Mostly a lot of busy-work for 0.11, but I'm happy to be developing the mod again. As stated before, versions 0.11 to 0.20 will be focused heavily on monsters/opposing factions rather than the player's faction.
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Showing 1-9 of 9 comments
Chimira 29 Oct, 2016 @ 6:56am 
You are doing the lord's work my friend.
amantalado  [developer] 29 Oct, 2016 @ 4:43pm 
Thank you. The progress will be a little slower than before, especially with the number of people having crashes with the current version. I need to clean up the errors people are having now before I move further along, or else it'll only continue to pile up the number of CTDs people will get.
Iximi 14 Nov, 2016 @ 7:32pm 
Thank you so much for working on this, this is my favorite game of all time and this mod is breathing life back into a classic!
Levictus 19 Nov, 2016 @ 9:02am 
Great mod! I've been playing Majesty on and off for about 12 years (there is really nothing like it, some of the newer dwarf fortress-like games are similar, but there is just something about Majesty's gameplay mechanics) and it's always fun to try out a new spin on a existing game.

Thanks for your work!
arcanist 20 Nov, 2016 @ 4:21pm 
Now I'm curious as to what could create a market for Goblin Ears. Everything else on the list could have physical and/or magical properties that could be considered valuable, but Goblin Ears seem about as useful as severed gnome feet: oddly shaped and kinda smelly, but not good for much else.

That said, I'm very much lookin foreward to seeing what else you have in store for us. I can already imagine how one could build off of this loot system to create something not-unlike the old Stronghold/Dwarf Fortress economy; Warrior kills bear, sells pelt at market; Ranger buys X Bear Pelts and crafts Bear Hide Armor, then either uses it himself or sells it for proft. It wouldn't be too hard to come up with similar transaction chains for various combinations of loot and classes/henchmen.
...Except Goblin Ears.
Iximi 20 Nov, 2016 @ 4:42pm 
Goblin ears could be used for potions maybie?
amantalado  [developer] 20 Nov, 2016 @ 5:05pm 
Originally posted by arcanist:
Now I'm curious as to what could create a market for Goblin Ears. Everything else on the list could have physical and/or magical properties that could be considered valuable, but Goblin Ears seem about as useful as severed gnome feet: oddly shaped and kinda smelly, but not good for much else.

That said, I'm very much lookin foreward to seeing what else you have in store for us. I can already imagine how one could build off of this loot system to create something not-unlike the old Stronghold/Dwarf Fortress economy; Warrior kills bear, sells pelt at market; Ranger buys X Bear Pelts and crafts Bear Hide Armor, then either uses it himself or sells it for proft. It wouldn't be too hard to come up with similar transaction chains for various combinations of loot and classes/henchmen.
...Except Goblin Ears.

Goblin Ears, Rat Tails, and Rotting Flesh could all be considered as strictly loot items rather than serving a potential alternate function like the other listed items. You can think of them like a proof of service for heroes to sell to show that they are performing a deed for the good of the land. I don't know of any kind of lore that has any particular piece of a Goblin that could have a use for something other than simply being proof that you killed one (collecting an Ear or Finger) so this is what I went with.
arcanist 20 Nov, 2016 @ 5:57pm 
Originally posted by amantalado:
Goblin Ears, Rat Tails, and Rotting Flesh could all be considered as strictly loot items rather than serving a potential alternate function like the other listed items. You can think of them like a proof of service for heroes to sell to show that they are performing a deed for the good of the land. I don't know of any kind of lore that has any particular piece of a Goblin that could have a use for something other than simply being proof that you killed one (collecting an Ear or Finger) so this is what I went with.

In that case they would logically function more like bounties, being traded in for an amount of gold set by the crown (meaning player) and immune to market fluctuations, because the item has no real value other than what the King says it is.

Also, I assumed that anything dropping off of the Undead would possess residual Necromantic energies, and thus have religious/magical value to the Priestesses of Krypta. Otherwise, it invites Rouges to take their grave robbing to an even more unsavory level ("It was shambling right at me! I had to use this shovle and those piles of dirt to defend myself!").
amantalado  [developer] 21 Nov, 2016 @ 3:23am 
Originally posted by arcanist:
In that case they would logically function more like bounties, being traded in for an amount of gold set by the crown (meaning player) and immune to market fluctuations, because the item has no real value other than what the King says it is.

I agree that they do serve more like bounties for those creatures than they do for actual marketplace wares, I may change them to be able to be cashed in elsewhere down the line, but for now I'd like to keep all the loot being sold contained to one building to see if there are any problems inherent to it first.
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