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So... I'll try to break this down under some broad headings:
Need Moar Dakka:
* New/expanded spells & skill development: My only caveat here is that adding more complexity to individual heroes will only fit neatly in the player's head if you either (A) shrink the roster or (B) greatly extend play times (possibly by carrying heroes from mission to mission.) I think those could both be valuable steps, but it's a quite different game. I went into this in some detail here[forum.paradoxplaza.com] and here[forum.paradoxplaza.com].
* New/expanded trinkets: Similar to the above. I want want want it, but be careful what you wish for.
* New/expanded health system (mana, regen, poison, damage types, etc): Again, 90% on-board with you here. Just... have you consider using a 'fatigue' system instead of calling it mana?
Paladin Waifu Simulator:
* Hero Relationships: Same caveat as with added skills. If the player can track it, great.
* Religion & Monuments/shrines: Awesome! (Even better if the lay congregation can learn a few basic spells that way.)
* Off-map Kingdoms & Diplomacy: If you're thinking of adding townsfolk, why not a royal family? In theory, you could form marriage alliances with neighbouring sovereigns, or lead heroes in person on missions.
The Royal Treshury Ish... Complicated:
* Taxation, Banking, Trade & Resources: I sort of had resources + trade working in stratos as well, and it's cool and all, but evaluating supply and demand and making efficient deliveries is a somewhat non-trivial undertaking for the AI. Just approach with care, is all. (You could also combine this with an expanded economy by, e.g, having Dauros make stonecutting more efficient or Fervus blessing wine.)
* Mercenaries/Followers: How about 'apprentices'? You've already got squires for warriors, so in theory you could one or two trainee wizards in the lower halls of the guild?
* Townspeople: I am pro-townspeople. However, I would suggest that the population not exceed more than 50% of recruited heroes or so (unless the latter are somehow very visually distinctive.)
Awesome But Impractical:
* Lair delving & off-map missions: As much as I'd love to see this expanded, the basic problem is that you can't *see* the heroes doing it, so it's unlikely to be quite as engaging as regular outdoor combats. I think you'd need major modifications to the game engine to do this feature justice.
* Additional flags: A pity. (An old suggestion going back to the cyberlore boards was that a controllable sovereign could ask heroes to do stuff directly, which I *kinda* had working in stratos. That'd probably need major UI changes, though.)
* Additional building upgrades: It's a shame this can't be modified in a more straightforward manner, but if you're confident this can be hooked into the UI, fantastic?
In summary: Gods speed, Amantalado. Though the road be long, I will help if I can.
My only real question is on the subject of distant (off-map) kingdoms: if you piss one off enough (and I mean really work at it) could they send bands of their own heroes (or even small armies) to attack your kingdom?
If we are speaking of this system when it's been hypothetically fleshed out, then yes, I'd like for neighboring kingdoms to have all sorts of actual effects in-game, including sending their own heroes to attack you if your relationship deteriorates, or have them hire bands of monsters and pirates to raid you if they are a particularly notorious enemy kingdom. I'd like for them to want to send their spellcasters to your kingdom to learn from your libraries and visit guilds of high level spellcasters to learn from them and vice versa. The list goes on, and there are theoretically no ends to the effects other kingdoms can have. In theory, nearly every system has no end to development since there can always be something new to develop and implement.
A lot of it just comes down to having time to do those things. All of that is possible, the code allows for it. It's just a matter of the amount of work that I can put forth that determines when rather than if these systems will be fully realized.
Now reguarding ur improvement they all seems great, but I have some questions: first how the religion system will work ? And what did it provides (events ? like if ur kingdom is loyal to krypta, will some paladin send into ur land to purify it ?).
And do you think its possible to make this mod playable on multiplayer ? It would be awesome !
Anyway, thx you amantaldo for your dedication to this game, u give him a second life and ur actually improving one of the only real "godgame"
The Religion system's mechanics are currently up in the air at the moment, but the eventuality is that I'd like for heroes/townspeople to receive different benefits as well as behave differently depending on the level of their faith, which god they worship, as well as the overall worship of their specified god. For instance, those that worship Krolm would be more likely to go berserk against an enemy, prioritize offensive capabilities and encourage other heroes to do the same. That is a concise and simplified example of what Religion would do, but I would like the end result to be far more in-depth and detailed. The example event you gave would certainly be one of the details I'd like to include after the system has been fully fleshed out, but as of right now, it is an idea that can change and adapt depending on how the rest of the mod is progressing.
There is no reason that the mod wouldn't be multiplayer compatible, it all depends on when the Majesty Beta enables multiplayer.
To be honest, the overall cap on a player's mental bandwidth is the point I'd most emphasise. (Because I did attempt this, and while it's technically 100% feasible I know from experience the problem is making sure the player can/will keep up.)
The principle is simple enough- if you have 20-40 individual heroes that have 2 unique variables each (class and level), it's possible for the player to (if only subconsciously) keep track of all of that data within a single hour-long game. (This is what vanilla Majesty does, because heroes' personalities, gear and skillsets are relatively standardised- if you know one priestess, you know them all.)
If heroes instead have 5, 10 or 20 unique variables (between skills+traits+motives+relationships+trinkets), and these variables are actually important, then you either need to give the player correspondingly fewer heroes to track or correspondingly longer to get to know them. e.g, maybe 5-6 heroes for an hour, or 20-40 heroes over 20 hours. And they can't change too fast.
Naturally, there's some individual variation in tastes and attention-span here, but I think these are kinds of figures you should be eyeballing. Anyway, enough of my cavilling. If you can pull it off, it'll be fantastic.
I've looked at the links for posts in other forums and the concern seems centered around two points. Variables the player needs to keep track of per hero and the overall time needed for hero development. I'm not concerned over much on the first point for the main reason that the player doesn't necessarily need to keep track of every variables, but just have a general idea of the depth and behavior spread of a hero class. I think that this is a concern for those who wish to severely micro-manage every individual hero, rather than players who prefer a mass of heroes among which they find a few outstanding ones that they grow attached to and keep track of.
Time and lack of hero transfer between scenarios is definitely the greater concern when it comes to realizing all the systems to their fullest potential, but that doesn't mean that all scenarios utilizing the mod necessarily need to be huge maps or long duration. The base game has some relatively fast paced scenarios wherein you won't see anything past one or two guilds built before it ends (Scions of Chaos), so people should be able to get as much enjoyment from the mod in a short playtime as they would without it. Though in its final state, it would very much e suited for the longer games in bigger maps to fully realize all of its features.
Lastly, mana vs. fatigue, the name is pretty much irrelevant until UI support comes in. There is no in-game indicator other than the presence of mana potions that let the player know that such a thing exists in-game. It's first and foremost a resource system that heroes can utilize to expend their abilities with, and the UI currently only allows me to display one type of 'this' resource in a convenient way for the hero by replacing the indicator for healing potions. If/When UI support comes in, I'd love to expand a Hero's resources accordingly, allowing them pools of Mana, Fatigue, Stamina, Spirit, Essence, etc. to spend on spells, abilities, activities, and so on.
The way I'm going about this is to eventually not require that the player need to be on top of or keep a constant vigil over their heroes. Part of the mod will prioritize the expansion of the AI's decision making to be far more capable and self sufficient than its current iteration. While the player can choose to focus on their heroes on an individual level for a stronger, smaller force, I would like for players who prefer an army of heroes with little in the way of micromanagement to also have other things in the game to focus on when their attention isn't being demanded by their heroes (diplomacy, taxes, infrastructures, etc.)
The eventual hope is that many of these systems can be left to their own devices if the players chooses to do so, but that player input would maximize the potential of whatever the focus of their play-style is.
(This is why the short missions in Majesty work just as well as the long- because the warrior of discord you recruit in Scions has the same IQ and same weaponised scythe as the warrior of discord you recruit in Goblin Hordes. One is just a little more seasoned.)
The key phrase being 'know your heroes'. If heroes have lots of individual variations which have a strong impact on their behaviour and aptitudes, then you can no longer just acquaint yourself with the archetype and actually have to know them as individuals. Which could be wonderful! But it takes more effort.
If you don't know your heroes, you can't nudge them in a given direction, even on a loose statistical basis. And then the game doesn't work so well.
It depends on how much the player really wants to know their hero as well, and that goes together with how much there actually is to get to know about a hero. I would hope to focus on the latter while encouraging the former, but the ultimate result is that the player can distinguish that while two Warriors are of equal level, they are distinct from one another to an extent, with that extent being affected by just how developed they are as well as how developed and in which direction your kingdom developed in. They would still perform the function of being the foot soldiers of your hero composition when you set up attack flags to send them off to attack, but their activities outside of being loosely guided would be different on an individual level. One Warrior may have stronger ties to the god Krolm and actively seek out combat when left to his own devices, while the other Warrior who has built up Loyalty and Prestige in the kingdom may choose to patrol your Guardhouses in his spare time. They would have their own personality traits while adhering to their function as Warriors when the player needs/wants them to, with the distinctions being there to not necessarily need tracking of, but to provide a sense of individuality.
Nudging heroes in any direction is ultimately a binary act in Majesty when it comes to player interference. Outside of sovereign spells, your options are Attack Flags and Explore Flags, and finding out when your heroes flip their switch from ignore to accepting the bounty depending on how high of a numerical value that flag has. Infrastructure is the same premise. If you build it, and if your hero wants it and can pay for it, then the hero will get it.
-If heroes leave a lair based on their HP going too low, it should spawn some monsters at the same time (chasing them out and exposing the kingdom to danger).
"[The] distinctions [would be] there to not necessarily need tracking of, but to provide a sense of individuality."
For now, I should mention I am 100% enthusiastic about more self-sufficient AI, and I love the idea of every hero having that kind of richness of experience. (The idea of the player picking out a handful of favourites to carry between missions out of a sea of recruits is also something that I reckon could work very well.)
However, I also think that there is a trade-off here between how meaningfully individual heroes can be and how well they can dropped in to fill a specific strategic or tactical slot in your kingdom (which they kinda have to do within an hour-long game.) You're talking about adding a lot of mechanical complexity here, so you need to be sure that the benefits outweigh the costs. I am not speaking as a hypothetical here. I have seen it play out.
Ughh... this is sounding so negative. I will try to do some proper investigation of actual GPL coding over the next few weeks and get cracking then. Just be careful, okay?
I plan to have events trigger from the lair when delving depending on the Successes and Failures of heroes pursuing an activity within them once I've found a suitable time to start working on it.
The intent is to have heroes capable of performing the function that you need them to within the short games, while adding complexity to the hero as they stick around for the longer ones. Heroes won't start out being highly complex individuals from level 1, but will gain their own quirks and complexity as they develop and grow within your kingdom. Heroes of the same class at low levels will all behave and perform relatively similar functions with a few eccentric out-liers that can end up rolling on the extreme ends for character generation. Heroes of the same class at high levels would be the ones that would have such complexities and personalities as they experience and grow in your kingdom to carry out roles unique to that individual.
It's too early to tell what the case may end up being, but I do intend to progress through these systems slowly and methodically. The Mana System, Intent System, Spell System, and Fire Skill Tree prototype for the Wizard will determine the strengths and weaknesses of the systems to address any potential problems before moving on. This will be the case for any new systems being developed as well, to prevent stagnation and deterioration of gameplay if a system is flawed in some way. These are experimental projects for a reason, not everything here may end up being viable and could end up being scrapped if it ends up just not working out. I have high hopes, but I won't implement a system if it ends up deteriorating the game in some way.
I'd still be wary of what might happen once a player has 30-40 heroes that are all or mostly level 5-10, though, which could conceivably happen within an hour or two of play (particularly given that most guilds now offer expanded accommodations within the mod.) That could be tricky to keep pace with.
I think it would be helpful to sketch out how large you imagine a typical kingdom being, how many henchmen + townsfolk, newbie heroes and veterans there'd be, how quickly they can gain experience, and how long a typical game would last (including, possibly, multiple quests with the same cast of heroes.) That'll give us a better framework for estimating where skills, relationships and other quirks can fit in.