Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [desarrollador] 5 JUN 2016 a las 15:35
Progress Version 0.05
All Majesty Original hero spells save for the Teleport ones have been incorporated into the new spell system. Also managed to finish up expanding the Rogues Guild functions.

0.05 Changelog

Spell Changes

Generic
Power Shock
-Cooldown changed from 15 seconds to 6 seconds.
-Range: 60% of Max Cast range.
-Mana Cost: 4

Flame Shield
-Magic Resistance gain changed from 20 to 8 + (Intelligence / 6).
-Armor gain changed from 4 to 1 + (Intelligence / 10).
-Duration changed from 20 seconds to 14 seconds.
-Cooldown changed from 30 seconds to 12 seconds.
-Range: 50% of Max Cast range.
-Mana Cost: 6
-Can cast on nearby allies.
-Does not naturally stack.
Will cast on the closest allied target if the caster already has the effect on himself.

Regenerate
-Heal Strength has been removed.
-Health Regeneration Rate is used in place of Heal Strength.
-Increases Health Regeneration rate by 0.50 + (Intelligence / 8).
-Duration changed from 8 + (Intelligence * 0.25) seconds to 8 seconds.
-Cooldown changed from 24 - (Intelligence * 0.25) seconds to 14 seconds.
-Range: 50% of Max Cast range.
-Mana Cost: 7
-No longer stacks.
-Can cast on allies.
The new Health Regeneration system is much more powerful than the game's built-in healing, so the buff of Regenerate will be far more prominent.

Priestess
Drain Life
-Cooldown changed from 2.5 seconds to 2 seconds.
-Range: 67% of Max Cast range.
-Mana Cost: 2

Animate Skeleton
-Cooldown changed from 7 seconds to 5 seconds.
-Range: Self.
-Mana Cost: 7

Control Undead
-Cooldown changed from 5 seconds to 4 seconds.
-Range: 67% of Max Cast range.
-Mana Cost: 8
Bug where multiple stacks of the charm icon and buff could occur has been resolved.

Wither
-Duration changed from 8 + (Intelligence / 4) seconds to 10 seconds.
-Cooldown changed from 25 - (Intelligence / 4) seconds to 12 seconds.
-Range: 70% of Max Cast range.
-Mana Cost: 5
-No longer stacks.

Building Changes

Rogue's Guild
-Now sells Dart Sentries when your kingdom has at least two Level 2 Rogues Guilds
-Heroes that enter Rogues Guilds to poison their weapons may now also purchase a Dart Sentry to deploy in combat.
-Dart Sentries cost 45 gold and heroes can carry only one at a time.

Deploy Dart Sentry
-Creates a Dart Sentry near the target. The Sentry lasts until all darts are fired or its duration runs out.
-Ranged Attack value has been set to 45 + Artifice.
-Attack Range value has been set to 120 + Artifice.
-Attack Period has been set to 1.5 - (Artifice * 0.01) seconds.
-Deals 2 + (Artifice / 10) damage per successful strike with a dart at the closest enemy unit.
-Dart Count: 10 + (Artifice / 5).
-Duration: 60 Seconds.

Now that nearly every part of the spell system has been stress tested by porting over the old spells, I will be setting aside time to develop and implement a skill tree system for heroes in Majesty. As with their Attributes, they can choose and develop a particular set of spells and abilities to eventually be a jack of all trades or a master of one, which includes learning new skills specific to their class as well as leveling up their current spells, even leveling up Class and Generic Spells learned from the Library.

For example, a newly recruited Priestess will be able decide at level one whether to learn Animate Skeleton or Raise Zombie spell, meaning that even at level one, heroes of the same class type will already be different from each other in a noticeable way.

I don't have a particular hero in mind for prototyping this system for, but I would like to have at least one hero with at least one skill tree completely developed by the next release. So I'll take suggestions for the first hero you'd like to see have a fully developed and implemented skill/ability tree for, which will involve somewhere around 10 - 12 new spells/abilities for that hero.

Up Next: Experimenting with Hero Decision Trees. Implementing Shrine auto-structure.
Última edición por amantalado; 5 JUN 2016 a las 15:37
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Mostrando 1-8 de 8 comentarios
Florence 6 JUN 2016 a las 15:43 
KEEP IT UP MAN! You're doing great work!
HeartOfDerpness 6 JUN 2016 a las 20:25 
don't stop what you're doing. I only wish i had the same ability to mess with the majesty files
Jalhalla 7 JUN 2016 a las 8:12 
I remember Majesty 2 had something similar to a skill tree for its heroes.

Rangers, for example, could do more damage to animals or Rouges gained more debuffs to apply to enemies.

As for a hero to prototype, the Wizard seems like a good pick for option variety with all the different types of spells.
amantalado  [desarrollador] 7 JUN 2016 a las 10:50 
Publicado originalmente por Jalhalla:
I remember Majesty 2 had something similar to a skill tree for its heroes.

Rangers, for example, could do more damage to animals or Rouges gained more debuffs to apply to enemies.
Majesty 2 didn't really have a skill tree as heroes basically gained their skills automatically as they levelled up or learned them if you researched it from their guild. The one I have in mind for developing will be a mix of the way Skill Trees were done in Diablo 2 and Torchlight 2. There will be an actual tree with some skills requiring pre-requisite skills and synergy bonuses based on the level of the heroe's skills leveled up from Diablo 2, while also having the Tier bonus that skills could have from Torchlight II, where every 5 skill levels the functionality of the skill being levelled would be expanded. The skills from this tree will also benefit from the new spell system that uses the vast majority of a heroes stats to determine its power, effectiveness, cooldown, duration, and mana cost.

The eventual plan is for heroes to be just as in-depth, perhaps even more so than in a typical RPG, with an equipment system, a Magic Find property to base the quality of drops, heroes able to sell/pawn useless items to shops, or even just give them to another hero that could use them based on how much the one hero likes the other. Right now, I'n slowly working my way through my experimental projects list, and with the Mana System having been implemented from the list successfully, its looking hopeful that I can see the other ones realized on there as well.
Jalhalla 7 JUN 2016 a las 19:42 
Ah, thanks for clarifying.

As for a hero to prototype, why not the Warrior?
amantalado  [desarrollador] 7 JUN 2016 a las 20:26 
Publicado originalmente por Jalhalla:
As for a hero to prototype, why not the Warrior?

Publicado originalmente por Jalhalla:
As for a hero to prototype, the Wizard seems like a good pick for option variety with all the different types of spells.

I feel like I'm getting mixed singals here.
Última edición por amantalado; 7 JUN 2016 a las 20:26
Jalhalla 8 JUN 2016 a las 8:14 
Sorry about that. I vote for Wizard to be prototyped.

Not sure why I typed Warrior.:steamfacepalm:
Mud 11 JUN 2016 a las 17:49 
This is pretty sick keep up the good work!
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