Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [developer] 25 Jun, 2016 @ 6:16pm
Progress Version 0.07
I've gotten the first three skills completed up to level 5 for the Wizard's Fire Skill Tree and have the Bank Structure pretty much finished. I haven't gotten too crazy with the way the starting skills for the tree right now, but that's more because these are the Wizard's starting skills. Further down the tree, we can expect it to get a little bit more hectic. But for now, here's what I've got.

0.07 Changelog

Attribute Changes
-Attribute distribution adjusted to make heroes choose which attributes to increase in a less random fashion.

Building Changes
New Constructable Structure: Bank
-Banks allow heroes to open an account and designate a bank as their Primary Bank.
-Heroes with a bank account have all of their current and future untaxed gold converted 100% to stored gold.
-If the hero's primary bank is destroyed, then heroes will lose their bank accounts until they open a new one at another bank.
-Banks generate revenue every 60 seconds equal to 100 + 1% of the total gold of all accounts opened at this bank.
-Banks grant interest to heroes with accounts open at a bank at a rate of 1% of their total gold.
-Heroes may visit a bank once they have obtained at least 250 gold and do not fail their Intent roll for Intelligence when searching for a Bank.
-Banks can't be constructed within 450 range of another bank.

Hero Changes
Wizard
New Skill Tree: Fire Skill Tree

-This skill tree will incorporate leveling up spells, synergy bonuses from other spells depending on their levels, as well as tier bonuses that unlock a different functionality for the current spell every 5 levels invested.
-The current spells have been developed up to level 5 and include one tier bonus each.
-The level of the Wizard's spells will be shown in their Spells List.

Fire Bolt
-Deals 6 Spell Damage to a single enemy target.
-Cooldown: 1.2 seconds.
-Range: 70% of Max Cast range.
-Mana Cost: 2.
-Required Level: 1.
-Pre-Requisite: None.
Each point in this skill increases Spell Damage by 2.5 and Mana Cost by 1.
Synergy Bonuses:
Fire Ball: 10% increased damage per level

Tier Bonus:
Level 5: Grants a 20% chance for the next cast of Fire Bolt to cost no mana.


Fire Ball
-Deals 15 Spell Damage in a small area around a single enemy target and reveals a small area around the target.
-Radius: 75.
-Cooldown: 2.5 seconds.
-Range: 80% of Max Cast range.
-Mana Cost: 6.
-Required Level: 5.
-Pre-Requisite: Fire Bolt.
Each point in this skill increases Spell Damage by 4, Radius by 8 and Mana Cost by 1.5.
Synergy Bonuses:
Fire Bolt: 8% increased damage per level

Tier Bonus:
Level 5: Deals stacking burn damage over time to enemies in the area equal to 20% of its spell damage per second for 3 seconds.


Embers - Passive
-Increases HP Regeneration and Mana Regeneration based on mana spent.
-HP Regeneration: +0.03 per Mana Point spent for 5 seconds.
-Mana Regeneration: +0.02 per Mana Point spent for 5 seconds.
-Required Level: 1.
-Pre-Requisite: None.
Each point in this skill increases HP Regeneration by 0.02, Mana Regeneration by 0.01 and Duration by 0.5 seconds.
Synergy Bonuses:
None

Tier Bonus:
Level 5: Converts HP Regeneration to Mana Regeneration and vice-versa if one has been fully restored.


Feel free to post your own suggestions for the next parts of the tree as I'll be taking feedback on where to progress from this initial starting point. As it stands, there will be somewhere around 12 - 15 skills in total for the tree when it is finally finished, with the next branch of the tree for unlocking new skills being every 5 levels, meaning heroes will gain new skill choice(s) at levels 1, 5, 10, 15, 20, etc.

One thing about suggesting your own ideas, try to keep them formatted in the same way I have for the above skills so it makes it easier to parse them for the coding part.
Last edited by amantalado; 25 Jun, 2016 @ 6:18pm
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Showing 1-15 of 24 comments
cjet799 25 Jun, 2016 @ 7:55pm 
Wow, I love the progress you are making. And this development is really breathing life into a classic game.

I wasn't sure if you were just asking about wizard skill/spell trees or about any kind of heroes. Made one for the warrior, would be happy to make more if you want them.

Warrior
New Skill Tree: Defense Specialization

-skill tree grants defensive bonuses at the expense of speed/attack

Cautious Attack
-Warrior relies on their shield more and cautiously attacks the enemy.
-hand to hand combat skill is decreased by 20
-parry skill is increased by 20
-available at level 1

Ground spikes
-Warrior deploys spikes in the ground around them.
-creates area of effect around the warrior
-monsters take 1 damage a second while in the area
-monsters suffer negative effects on their hand to hand combat (-20?)
-either a long cool down time ~3 minutes, or the spikes have to be purchased at a barracks.
-effect lasts for 1 minute
-(friendly units suffer speed penalties in the area of effect, not sure how easy this is so it could easily be cut out)
-available at level 5

Larger Shield
-Warrior carries around a larger shield for better defense
-hand to hand combat skill is decreased by 10
-parry skill is increased by 20
-passive
-available at level 1
amantalado  [developer] 25 Jun, 2016 @ 8:20pm 
Originally posted by cjet799:
I wasn't sure if you were just asking about wizard skill/spell trees or about any kind of heroes.

Just the Wizard's Fire Skill Tree for the time being. I need to find out what does and doesn't work as well as any limitations with the tree I'm developing. Once I've released the next version with the tree fully developed, I can take the feedback and refine the process for creating skill trees for other heroes.

This will be the last major implementation before the next release, so anything that would require the introduction of new mechanics won't be developed for the time being. Feel free to emphasize certain characteristics of a spell if they'd be developed later down the line. For example, a spell that reduces Fire Resistance as one of it's properties would be fine to suggest, since implementing Damage/Resistance types down the line is definitely planned, even if it won't be done in time for the next major release.
cjet799 25 Jun, 2016 @ 9:12pm 
Originally posted by amantalado:

Just the Wizard's Fire Skill Tree for the time being.

Ok, some ideas for the wizard fire tree (these numbers are probably more off than the warrior numbers, since balancing mana requirements seems a little more complex):

Shield of fire
-Increases magic resistance by 20
-Increases Parry by 50
-Does 1 spell damage to any enemy attacking with hand to hand
-Duration 10 seconds
-Cool down 20 seconds
-Mana cost 10
-available at level 10
Synergy Bonuses:[/b]
Embers - reduced mana cost by 3 mana

Flaming weapon
-Buff ally melee weapon attack damage
-Adds an effect to ally's weapon that increases damage by a small amount (1-2).
-Duration 100 seconds
-Cool down 20 seconds
-Mana cost 2
-available at level 1
Synergy Bonuses:[/b]
Embers - reduced cool down by 5 seconds

I'm having trouble thinking of interesting higher level spells for a the fire tree. All i can think of is an 'Inferno' spell that is just a big area of effect burning spell.
AlbertMelfo 25 Jun, 2016 @ 10:16pm 
Not good enough with mechanics to present anything other than conceptual ideas for fire spells, but perhaps some spells related to magma/volcanic activity? That should help the spells not all be simple "Fire this thing" and "Flaming whatever". Also, maybe a passive damage aoe spell at higher levels that does slow burn around the wizard?
amantalado  [developer] 25 Jun, 2016 @ 11:26pm 
Originally posted by cjet799:

Ok, some ideas for the wizard fire tree (these numbers are probably more off than the warrior numbers, since balancing mana requirements seems a little more complex):

Shield of fire
...
Flaming weapon
...
I'm having trouble thinking of interesting higher level spells for a the fire tree. All i can think of is an 'Inferno' spell that is just a big area of effect burning spell.

No worries, I have ideas for the tree, I'm just gathering suggestions and casting a wide net to see if there are any better ones out there than what I have in mind. It's the first skill tree people will experience, so I want it to be as good a first impression as I can give. Flaming Weapon will be something I can tinker with, and Fire Shield is already in the game as a base Wizard spell, I'd just need to tweek it to where it'd be a unique spell separate entirely from the generic Flame Shield one, similar to your idea of a defensive spell that deals damage to melee attackers.

Originally posted by AlbertJethro:
Not good enough with mechanics to present anything other than conceptual ideas for fire spells, but perhaps some spells related to magma/volcanic activity? That should help the spells not all be simple "Fire this thing" and "Flaming whatever". Also, maybe a passive damage aoe spell at higher levels that does slow burn around the wizard?

Naming wise, it won't be all 'Fire this' or 'Flame that', I do intend for the naming convention to be more expansive with the rest of the skills, though not by so much that it just gets silly trying not to say the words Fire or Flame.

Having unrestricted access to the code lends me more creative power over the depth of spells, so even throwing an outlandish idea might be possible if I like it and it fits within the tree. For example, it's possible to create a fire spell that sets a building on fire and traps any inhabitants inside to slowly burn until they outlast the duration or die and even have it melt any gold the building has in its coffers.
Last edited by amantalado; 25 Jun, 2016 @ 11:26pm
cjet799 26 Jun, 2016 @ 8:51am 
Originally posted by amantalado:

Having unrestricted access to the code lends me more creative power over the depth of spells, so even throwing an outlandish idea might be possible if I like it and it fits within the tree. For example, it's possible to create a fire spell that sets a building on fire and traps any inhabitants inside to slowly burn until they outlast the duration or die and even have it melt any gold the building has in its coffers.

This makes me really curious about this project. How did you get unrestricted access to the code? What was the motivation for starting the project now? Are you open to taking donations or thinking of setting up a patreon type system? Would you be interested in any coding assistance, or is this just a personal project?

Dropping my programmer hat and trying to think of ridiculous and cool fire spells that may or may not be impossible to implement:

1. Fire Shield that can be cast on allies.
2. Spell that reduces current cool down times, but burns the wizard for 1-2hp.
3. Burn soul spell that does massive amounts of magic damage to an individual enemy, available at higher levels.
4. Summon fire minions - fire minions start with ~30hp but they 'burn out' and slowly tick down to zero hp. They can get a temporary HP boost to hp by burning the bodies of fallen enemies, similar to how a rogue loots the bodies. Burning the bodies would destroy the graves and leave them unavailable for rogues. Natural duration of the minion would be about 2 minutes, and the cooldown time on the spell would be about 1 minutes. Allowing the wizard to enter combat with 2 minions.
5. Fire wall - enemies are not able to cross a fire wall unless they are a flying creature.
6. Summon balrog - similar to fire minions. Much stronger. ~100hp. Still burn out, last for 100 seconds, they don't bother looting graves though. Cooldown time is much longer like 5 minutes, so it would be really difficult to have two of them at once. Highest level spell. Synergy with fire minions, gives any existing fire minions a one time 10hp boost upon summoning the balrog.
7. Fire portal - can escape from combat through a fire portal. But the fire portal will burn the wizard for 10-20 hp damage.
amantalado  [developer] 26 Jun, 2016 @ 3:07pm 
Originally posted by cjet799:

This makes me really curious about this project. How did you get unrestricted access to the code? What was the motivation for starting the project now? Are you open to taking donations or thinking of setting up a patreon type system? Would you be interested in any coding assistance, or is this just a personal project?

Dropping my programmer hat and trying to think of ridiculous and cool fire spells that may or may not be impossible to implement:

1.
...
7.
Everyone has it, it's all laid bare and the guts of the game are free to mess with for anyone. I've spent enough time with it that I know there is a vast amount of flexibility with it and allows for the creation of many new mechanics.

Ironically, the only reason I started working on this mod was because there was no other mod that did anything even remotely close to this one. What was available were basically cheat/easy-mode mods. Funnily enough, if there existed a mod on the workshop that did even 1/10th of what the base version of this mod does, I'd never have bothered modding and just played that instead.

I'm not taking donations/opening up a Patreon. I'm not in a situation where my ability to work on the mod is limited by my income, I am creating this mod because I want to have a mod worth playing on Majesty one day. I'd welcome any assistance people can offer for the mod. This discussion is for that purpose, since anyone can help with ideas. Coding, on the other hand, requires experience with the game's code and, thus far, there are few people who can assist in that endeavor.

The spell ideas you listed are all possible with the exception of #5, while #1 has already been done for buff spells in the other Progress Reports. #5 and spells like it are not possible for the reason that the game doesn't currently support finding angles, such as the angle between two points, or functions such as sin, cos, tan, etc. Without those functions, I can't make spells such as fire walls which would create a wall perpendicular to the facing angle of the caster. That is one of the two limitations that I've run into when trying to come up with spells. The second limitation is that the game's clock speed doesn't allow for smooth knockback/pull effects, so any spells ideas can't utilize those.
arcanist 27 Jun, 2016 @ 8:57am 
Originally posted by amantalado:
#5 and spells like it are not possible for the reason that the game doesn't currently support finding angles, such as the angle between two points, or functions such as sin, cos, tan, etc. Without those functions, I can't make spells such as fire walls which would create a wall perpendicular to the facing angle of the caster.

Perhaps a circular effect then, surrounding the caster (defensive: Flaming Barracade) or target (offensive: Fire Trap) and dealing damage to any enemies that cross or stand in it.
If there's one thing I'm pretty sure Majesty can handle, it's circles.
Last edited by arcanist; 27 Jun, 2016 @ 8:58am
amantalado  [developer] 27 Jun, 2016 @ 7:04pm 
Originally posted by arcanist:
Perhaps a circular effect then, surrounding the caster (defensive: Flaming Barracade) or target (offensive: Fire Trap) and dealing damage to any enemies that cross or stand in it.
If there's one thing I'm pretty sure Majesty can handle, it's circles.

Circles are certainly doable. The real question is how effective such a circle can be. In the form of a stationary trap that sends out rings of fire whenever an enemy approaches, it would certainly be effective. To make one large enough to be considered a defensive ring of fire centered on the Wizard is a little trickier to make effective.

Fire Walls are certainly out of the question. Fire Circles are doable, just difficult to envision and implement properly. I'd need a precedent from another game that does such a thing right so I can follow a good example, but I think a Nova would be more reasonable in such a case.

I'm finding that there is a very real limitation in the capability of this tree being expanded upon, so while I'm working on the other spells, I will be trying to implement at least one damage type for Fire as well as working in Fire Resistance.

This should give greater variety for effects the tree can have such as Resistance Penetration, Resistance Reduction, and flat number or percent increase for specific damage type spells such as those belonging to Fire.
Last edited by amantalado; 27 Jun, 2016 @ 7:04pm
Alfryd 30 Jun, 2016 @ 10:02pm 
Oh, shoot, I completely missed this. Let me get back to you later.
Alfryd 30 Jun, 2016 @ 10:24pm 
Well... the obvious thing you can do with fire is make it spread. Have a Quickfire spell that does increasing damage over time unless resisted and can spread to nearby creatures.

If you expand the theme a little, how about a 'Brilliance' spell that passively boosts intelligence, or a Blinding Light spell to stun enemies/damage undead? A 'Meltdown' spell that destroys metal armour or weapons?


I guess my other concern would be making sure the Solarus feels unique. You might want to reserve certain spells for that purpose? Off the top of my head-

Summer Chant (aids agriculture)
Rite of the Forge (helps create armour/weapons, needed for Sigil of Helia)
Eye of Heaven (tracks enemies on map)
Sun Lance (damage + stun, especially undead)
Corona (protection from fire/cold, mild melee damage)
Phoenix Rising (free resurrection + area damage)
Pillar of Flame (intense AoE damage)

Whether these would be clerical spells, sovereign spells, or open to the public is another question.



PS- 'Embers' is a great name! (I was going to suggest 'Stamina' or 'Afterburn' or something similar, but you nailed it.)

PPS- Interestingly, mana is explicitly mentioned as being collected by the Solacranum in a Temple to Helia, so maybe mana-as-magic-currency actually makes more sense for the Solarii? ...I dunno, it just seems so cliche to have bearded white men chugging little blue potions.

PPPS- I know you said you wanted detailed suggestions matching the format you outlined, but I'm just spitballing here. If you really like some of these, I'll try to tack on some proper numbers.
amantalado  [developer] 1 Jul, 2016 @ 1:10am 
Originally posted by Alfryd:
Well... the obvious thing you can do with fire is make it spread. Have a Quickfire spell that does increasing damage over time unless resisted and can spread to nearby creatures.
...
I guess my other concern would be making sure the Solarus feels unique. You might want to reserve certain spells for that purpose? Off the top of my head-
...
Whether these would be clerical spells, sovereign spells, or open to the public is another question.

PS- 'Embers' is a great name! (I was going to suggest 'Stamina' or 'Afterburn' or something similar, but you nailed it.)

PPS- Interestingly, mana is explicitly mentioned as being collected by the Solacranum in a Temple to Helia, so maybe mana-as-magic-currency actually makes more sense for the Solarii? ...I dunno, it just seems so cliche to have bearded white men chugging little blue potions.

PPPS- I know you said you wanted detailed suggestions matching the format you outlined, but I'm just spitballing here. If you really like some of these, I'll try to tack on some proper numbers.

A spell like Quickfire is actually pretty fun sounding. I'll add that to the Fire Tree to the Wizard and see about thinking of a name that won't be confused for an Attack Speed buff spell. I've already got an idea for the tier bonus for such a spell so it should fit in nicely for the Wizard's kit. As for the Solarus concerns, well all of these spells can be moved around, reworked and revised as new ones get made, nothing here is set in stone. On the note of Agriculture boosting spells, that would be something more in line with Fervus or Agrella worship.

Stamina won't be used as the name for a spell/ability. If UI editing allows it when it's implemented in the SDK, I will add a stamina system alongside the Mana system for heroes to draw from to use their abilities. Stamina for physical abilities, and Mana for magical abilities. Until then, Mana will be the catch-all pool for heroes to use for abilities.

Detailed suggestions means less guessing on my end of what exactly the skill would do if it is a complicated one. Simple concepts like Quickfire I can work with sans detailed information.
Alfryd 1 Jul, 2016 @ 12:01pm 
Minor quibble: Sun-worship was definitely common among major agricultural societies (like egypt or the aztec empire,) and given photosynthesis is a real thing it's arguably a logical connection. Agrela is a good candidate too, but Fervus, I reckon, would be more connected with wine-making and forestry. Monoculture wouldn't be his/her thing.

Alt-names for Quickfire: Wildfire, Ignition, Seed of Flame, etc.? Do you want me to add some detail on the other spells listed, or are we good for now?
amantalado  [developer] 1 Jul, 2016 @ 3:46pm 
Originally posted by Alfryd:
Minor quibble: Sun-worship was definitely common among major agricultural societies (like egypt or the aztec empire,) and given photosynthesis is a real thing it's arguably a logical connection. Agrela is a good candidate too, but Fervus, I reckon, would be more connected with wine-making and forestry. Monoculture wouldn't be his/her thing.

Alt-names for Quickfire: Wildfire, Ignition, Seed of Flame, etc.? Do you want me to add some detail on the other spells listed, or are we good for now?

I'm not opposed to worshippers of Helia gaining some kind of agricultural benefit, but the Solarii appear to be the militaristic type of worshipper more concerned with how much force she needs to apply to smash someones head in with a mace rather than praying for a bountiful harvest and plentiful sunlight. If a class were to have skills oriented around agriculture, they'd have to be part of a non-combat skilltree altogether, which I can see heroes like Healers and Cultists having such a tree. I don't see Solarii being able to make use of a non-combat skill tree since the primary reason a player wants them is that they are the next best things to Paladins, so having one end up specializing in a non-combat role is counter to their purpose.

As far as detail goes on the spells listed, that'd really only be necessary for the one's meant as suggestions for the Wizard's Fire Tree as I'm actively working on those at the moment. I can fill in the blanks for a spell like Quickfire easily enough since things like rate/radius of burn spread can be easily adjusted.
Alfryd 1 Jul, 2016 @ 4:36pm 
Oh, *better* than Paladins (faster XP gain, higher damage, resistance to fire, and only mildly lower defence.)

I could argue that even militaristic heroes might benefit from one or two economic skills to use during their downtime (like Elves playing in taverns or Dwarves cutting stone), but I'd be quite happy if Summer Chant was just a minor spell that peasants could learn, for example.


Uh... as far as wizards are concerned, I'd imagine the Earth/Metal tree being concerned with golems and weapon/armour-enchantment, plus a tree for Air/Force spells that covered invisibility and knockback/lightning FX, maybe extending to teleports. Are you planning an Ice/Water tree as well?

FWIW, my personal head-canon was that spells of illusion/divination and alchemy/healing would be limited to Sorcerors, as a kind of wizardly uber-unit, but I don't know what your plans are there.
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