Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [developer] 3 Jul, 2016 @ 9:30pm
Progress Version 0.08
I've gotten the ball rolling and now have a solid idea for the rest of the Fire Skill Tree, as well as developing a few other mechanics on the side while I was at it. Big thanks to Alfryd for the idea of the Ignite spell, it was fun to code that in and implement it. Here's what's new:

0.08 Changelog

Attribute Changes
Intelligence
-Since Intelligence's role of increasing various aspects of a spell that weren't otherwise covered by Willpower/Artifice/Wisdom has now been covered by the ability to Level Up abilities, Intelligence has different bonuses for heroes overall.
-Every 10 points of Intelligence increases Spell % Damage by 1.
-Every 20 points of Intelligence increases Spell Resistance Penetration % by 1.
-Intelligence still increases flat Spell Damage by 1 per 4 points of Intelligence.

Building Changes
Bank
-Removed minimum build radius required when placing additional Banks near each other.
Since banks only gain revenue based on the number of heroes with an account at a bank, there is no reason to limit their build placement in such a way.

General Changes
New Damage/Resistance Types Added: Slashing, Piercing, Crushing, Fire, Cold, Electric, Poison, Magic, Divine, Necrotic, Chaotic, Force
-All Listed Damage and Resistance types been added to the game. Currently all game objects have, by default, 0 Resistances for all types currently.
-Damage Types can be increased by flat or % amounts. Damage Type Resistance Penetration can be included to allow bypassing of highly resistant enemies.
-A list of Resistances for each game object will need to be added at some point, for now it can be modified through spells effects.
-All spells can now have variable damage amounts, with a minimum and maximum damage.
The additional types were included by a helpful contributor: Fortuanado. Thanks to him I was able to include more than just the Fire damage type to the report.

New Mechanic Added: Knockback/Pull
-Found a way to implement a knockback and pull system into the game. The limitation of finding angles in the game can be partially overcome by calculating the difference between two coordinates, making such a system possible.

Hero Changes
Learning Orientation Traits
-Heroes will determine how they choose to spend points on skills based on their Learning Orientation Traits.
-The traits are composed of two parts currently, a Primary Orientation and Secondary Orientation.
-Primary Orientation determines the heroes weighted skill prioritization, and generally covers the skills that a hero will learn.
-Primary Orientations will usually be specific to certain Heroes and even certain Trees.
-Some Primary Orientations can be exclusionary to certain Secondary Orientations.
-Secondary Orientation determines the distribution of points in the skills learned from the Primary Orientation.
-Secondary Orientations are usually broader and more all encompassing, not necessarily specific to certain Heroes or Trees.

Wizard
-Primary Orientations:
Fire: Defensive: The Wizard focuses on the skills in the Fire Tree that benefit his or his allies survival as well as conditional damage spells.
Fire: Explosive: The Wizard focuses on the skills in the Fire Tree that do up front Fire Damage immediately.
Fire: Sustain: The Wizard focuses on the skills in the Fire Tree that benefit drawn-out combat and spellcasting with concern for Mana/Health manageability.
Fire: All: The Wizard endeavors to learn all skills in the Fire Tree.

-Secondary Orientations:
Spontaneous: The skills of the Primary Orientation are levelled up randomly.
Balanced: The skills of the Primary Orientation are levelled up to be near equal in level towards each other.
Focused: A few skills are levelled up near exclusively compared to others learned in the Primary Orientation.

Examples:
A Wizard that is Fire: All and Balanced will attempt to keep all fire skills even in terms of level with each other.
A Wizard that is Fire: All and Spontaneous will generally level up all fire skills by random.
A Wizard that is Fire: All cannot be Focused.
A Wizard that is Fire: Explosive and Balanced will attempt to level up primarily up-front Damage spells evenly with each other.
A Wizard that is Fire: Explosive and Focused will attempt to prioritize one or two up-front Damage spells to alternate the majority of their skill points into.

Fire Skill Tree Old Spell

-All damage spells can now include variable damage numbers with a minimum and a maximum amount.
-Fire skills can now be levelled up to level 20. They still retain only one Tier Bonus for level 5.

Fire Bolt
-Changed damage from 6 [spell] damage to 5 - 7 [fire] damage.
-Changed damage per level from 2.5 [spell] damage to 2.5 [fire] damage.
-Changed Mana Cost increase per level from 1 to 0.75.
-Changed level 5 Tier bonus from [Grants a 20% chance for the next cast of Fire Bolt to cost no mana] to [Grants a 33% chance for Fire Bolt to cost no mana].
-Level cap raised from 5 to 20.
Damage per level and damage from synergy applies to both maximum and minimum damage values.
The tier bonus change makes new functions smoother to implement without really changing anything. The current cast of Fire Bolt will end up being free rather than the next cast when it procs.


Fire Ball
-Changed damage from 15 [spell] damage to 13 - 17 [fire] damage.
-Changed damage per level from 4 [spell] damage to 4 [fire] damage.
-Changed radius per level from 8 to 5.
-Changed Tier Bonus for stacking Burn Damage to no longer stack. Targets that are burning will instead refresh their duration and apply the highest damage of Burn from the Fireball cast at them.
-Level cap raised from 5 to 20.
Damage per level and damage from synergy applies to both maximum and minimum damage values.
The old tier bonus made multiple Wizards piling on their Fireball spells onto a single target or group of targets deal exceedingly larger amounts of damage over time than was intended.


Embers - Passive
-No longer regenerates health/mana based on mana spent.
-Attempted to make health/mana regeneration based on Fire damage dealt.
-Mechanics of Embers changed.
-Passively grants Mana Regeneration as the Wizard's current Mana goes lower.
-Grants up to 1.25 Mana Regeneration as the Wizard's Mana decreases.
-Level cap raised from 5 to 20.
Each point in this skill increases Mana Regeneration by 0.75.
Tier Bonus:
Level 5: Passively increases HP regeneration as the Wizard's Mana increases. For example: If your Wizard has 0%/50%/100% current mana with Embers at level 2, he will have +2.0/+1.0/+0 Mana Regeneration and +0/+1.0/+2.0 Health Regeneration.

The old mechanic for this spell made Wizards have virtually limitless mana regardless of how many spells they cast or how expensive the spell is because it scales too well with mana cost/effective damage that spells deal.
Currently not feasible to have a mechanic where a resource spent is then regenerated based on amount spent (in this case, Spending Mana means Gaining Mana, whether directly from Mana Spent, or indirectly from Fire Damage dealt from Mana Spent to deal said Fire Damage).
The new mechanic using a constant regeneration based on lack of Mana rather than Spending of mana seems to work far better.


Fire Skill Tree New Spells

Ignite
-Engulfs a target in flames, dealing 6 - 9 [fire] damage per second for 7 seconds. Each second the target is on fire, nearby enemy units can also be caught on fire.
-Radius: 50.
-Cooldown: 10 seconds.
-Range: 75% of Max Cast range.
-Mana Cost: 15.
-Required Level: 10.
-Pre-Requisite: None.
Each point in this skill increases [fire] damage by 1.75, Radius by 6, Duration by 0.5 seconds and Mana Cost by 2.25.
Synergy Bonuses:
None

Tier Bonus:
Level 5: Ignite can now be cast on buildings as well as set them on fire from nearby units/structures targeted by Ignite.

Ignite damage over time counts as its own damage over time container separate from Burning damage over time. In other words, the two damage over time types will stack if a unit is both Burning and caught in Ignite.

Heatwave - Passive
-Deals 9 - 11 [fire] damage to enemies in an area around the Wizard each time he casts a spell.
-Radius: 80.
-Required Level: 10.
-Pre-Requisite: Fireball.
Each point in this skill increases [fire] damage by 2 and Radius by 8.
Synergy Bonuses:
Embers: 5% increased damage per level
Fire Ball: 7% increased radius per level

Tier Bonus:
Level 5: Slightly knocks back all enemies damaged by Heatwave.


System Changes
Mana Regeneration System
-Mana regenerates at an increased rate when a hero is resting/recuperating at their home, at an Inn, or at a Gazebo.



Despite my earlier holdups on the ability to develop a knockback/pull system, it appears that Majesty has a relatively quick clockspeed of around 50 miliseconds (0.05 seconds). While figuring out how to get the angle between points considering Majesty doesn't handle angles, I did manage to solve the problem of finding a relative angle between two points by comparing coordinates of the caster and the target.

Some feedback regarding the next stages of Tiers for abilities would be welcome, specifically on where to take the progression of tiers: 1)Four tier bonuses: One for every 5 levels. 2) 3 tier bonuses up to level 15 with extra points just being for the benefit of a higher level ability. 3) 3 tier bonuses for levels 5, 10, and a tier bonus with a bigger impact for 20. Or 4)A combination of #1 and #3: 4 Tier bonuses, one every 5 levels then a tier bonus with a bigger impact for getting a skill to Level 20.

Suggestions for what kind of tier bonuses past the first stage of a skill would also be welcome as well.

Next up: Coding the remainder of the Fire Skill Tree and adding in-game information so people won't need to read the massive changelog to understand what the mod changes.
Last edited by amantalado; 4 Jul, 2016 @ 1:11am
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Showing 1-5 of 5 comments
Alfryd 6 Jul, 2016 @ 8:21am 
I still want to catch up on arcanist's suggestions for crafting skills, but just on the topic of the Bank-

You could always disable the Embassy entirely in NE, but add a new building which serves the same function for both NE and Vanilla, and merge banking functions into that. In general, I would suggest that you think carefully before adding new buildings, since the art for these can be quite labour-intensive.

What additional upgrades were you planning to include there, out of curiosity?
amantalado  [developer] 6 Jul, 2016 @ 10:03am 
Originally posted by Alfryd:
You could always disable the Embassy entirely in NE, but add a new building which serves the same function for both NE and Vanilla, and merge banking functions into that. In general, I would suggest that you think carefully before adding new buildings, since the art for these can be quite labour-intensive.

What additional upgrades were you planning to include there, out of curiosity?

I've considered doing such a thing for all Expansion specific buildings the player can construct, as it would have made incorporating the Magic Bazaar into the other economy systems easier to do. I generally want to avoid picking and choosing which parts of the expansion get ported over and which don't, especially when it comes to buildable structures, so if I do it for the Embassy, I'd need to do it for all of them as well, if only to avoid the stream of questions asking why only one expansion structure made it the port over to both versions of the game. Once importing art assets is a thing, I'll be able to do this for them all without the confusion generated by the structures specific to the Expansion having different art compared to their original, as currently the only barrier between the two versions is the difference in Art assets.

As far as the Bank goes, the myriad of functions I plan to include extend out to gold inheritance in the case of a Hero's death, as well as expanding out their functions to potential Townspeople when they're developed. The Bank would also serve as the storage space for additional resource types as well as an exchange location for those resource types. In short, I don't want Gold to be the player's only concern when it comes to economy, and I want the same to be true for Heroes/Townspeople as well. In lieu of a better location, the Bank would also serve as an expanded stash for items that the Hero may want to store for later use, yet not want to run the risk of losing such a thing in case of death.

While not necessary in the immediate future for the Bank to remain it's own separate structure, merging it with another while simultaneously developing code to balance the merger only to later come back and modify it all again once the progress of the mod reaches a point where they need to be distinct again is more work for me in the long run. And the run for this mod is most assuredly going to be long, so if I can head off potential head aches now by planning ahead, then so be it. The long-term benefits of placing the Bank into it's own structure now will mean easier inclusion of additional functions and less balancing required on the side of merging and eventually un-merging them.

Art is something that is not critical yet. I still have some buildings in the base game the are scenario-unique that still somewhat fit the name of the building their art represents. Like Brashnard's Sphere for the Bank, well, at the very least, a mystical, magical bank, but still. The Sphere's were a vault or storage space for ancient magical artifacts, so it isn't that big of a leap to use them again for the purposes of storing something a bit more mundane for the time being.
Alfryd 7 Jul, 2016 @ 1:10pm 
*shrugs* It's your mod, man. You seem to be handling questions pretty well, though. :)

I'd personally have imagined either the marketplace or the trading post as the logical place to store extra goods (with the former maybe catering to finished products like glass or wine and the latter to raw materials like ore and grain.) Your call though.

(I can always mod it afterward! Bwahaha!)
cjet799 7 Jul, 2016 @ 2:26pm 
Some feedback regarding the next stages of Tiers for abilities would be welcome, specifically on where to take the progression of tiers: 1)Four tier bonuses: One for every 5 levels. 2) 3 tier bonuses up to level 15 with extra points just being for the benefit of a higher level ability. 3) 3 tier bonuses for levels 5, 10, and a tier bonus with a bigger impact for 20. Or 4)A combination of #1 and #3: 4 Tier bonuses, one every 5 levels then a tier bonus with a bigger impact for getting a skill to Level 20.

I feel like I rarely get heroes to level 20. Gnomes occasionally, and sometimes healers. I'd rather have a slightly smaller increment of extra points, like every 4 levels. Otherwise I'd rather have option 2.
amantalado  [developer] 7 Jul, 2016 @ 3:31pm 
Originally posted by Alfryd:
*shrugs* It's your mod, man. You seem to be handling questions pretty well, though. :)

I'd personally have imagined either the marketplace or the trading post as the logical place to store extra goods (with the former maybe catering to finished products like glass or wine and the latter to raw materials like ore and grain.) Your call though.

(I can always mod it afterward! Bwahaha!)
Marketplaces and Trading Posts can logically be assumed to be storing products for transport or sale, but I'm speaking more in terms of personal storage on an individual basis for heroes. In those terms, it seems very illogical to trust the greedy merchants of the marketplaces or shady shopkeeps in the dangerous outskirts where Trading Posts are located with items of supreme magical power or vast sums of personal gold for safekeeping. Banks are not much better in terms of propietor, but between the three options, a bank is vastly more reasonable place to store one's possessions. For now, at least.

I hope you do take some time to mod, whether it be on this or your own project for your personal enjoyment. It is dreadful being unable to play any mods that aren't simply easy-mode ones on the Workshop. And I can't really play mine because whenever I do, I stop almost immediately because there is so much more left to be done before I'll be satisfied with playing it myself.

Originally posted by cjet799:
I feel like I rarely get heroes to level 20. Gnomes occasionally, and sometimes healers. I'd rather have a slightly smaller increment of extra points, like every 4 levels. Otherwise I'd rather have option 2.

This is more for the case of longer term planning. The length of games is mainly dependent on scenarios that will be played, but I do intend for heroes to not get locked into an EXP or Level wall as they tend to at higher levels where gaining any experience is vastly stunted. Part of the endeavor to keep heroes consistently improving is developing a more radiant monster spawning system for them to scale in combat against. The hero experience levelling will be something I explore more in the versions after 0.10.
Last edited by amantalado; 7 Jul, 2016 @ 3:32pm
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