Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [developer] 6 Aug, 2016 @ 1:12pm
Majestic Majesty Changelog 0.10
The vast majority of the information in this changelog can be found in-game. This is mainly here for those that want an exact detailing of every change since the first Changelog, which can be found here.

Attribute Changes

Attribute Point System
-Heroes now gain an attribute point every level to spend as their preference dictates.
-They will still spend a point on their primary stat every other level.
-Heroes now have an Attribute Preference mechanic where they will evaluate their current Attributes and choose to spend a point on one based on their preference towards it.
-Heroes each have a different ranking for which attributes they prefer, and rank them from most preferred to least preferred.

Artifice
-Artifice grants 1% Movement Speed and 4% Attack Speed per point.
-Artifice increases Sight and Attack Range by 2 per point for ranged heroes that do not have a Range Increase per level.
-Increases Sight Range of non-ranged heroes by 2 per point.
-Increases Cast Range of non-ranged heroes by 2 per point.
-Reduces the cooldown of magic spells and abilities by 0.75% per point of Artifice.
-Reduces the cooldown of non-magic spells and abilities by 1% per point of Artifice.
Gives melee spellcasters more room to wield any spells before engaging in combat.

Intelligence
-Main attribute governing the mana system.
-Intelligence increases Maximum Mana by 2 per point.
-Intelligence increases Mana Regeneration rate by 0.04 per point of Intelligence.
-Intelligence gives Mana Potions 1 more point of healing per 4 points of Intelligence.
-Increases the duration of magic spells and abilities by 0.8% per point of Intelligence.
-Reduces the cooldown of magic spells and abilities by 0.5% per point of Intelligence.
-Every 10 points of Intelligence increases Spell % Damage by 1.
-Every 20 points of Intelligence increases Spell Resistance Penetration % by 1.

Vitality
-Vitality gives a point of armor for every 10 points of Vitality.
-Vitality gives Healing Potions 1 more point of healing per 4 points of Vitality.
-Intelligence increases Health Regeneration rate by 0.03 per point of Vitality..

Willpower
-Increases the duration of buffs by 1% per point of Willpower.
-Reduces the duration of debuffs by 0.5% per point of Willpower.
-Increases the effective power of buffs by 1% per point of Willpower.
-Decreases the effective power of debuffs by 0.5% per point of Willpower.
Makes each point of Willpower count while keeping the end result virtually the same.
Effective power refers to all effects other than damage and duration.
Willpower doesn't affect (de)buffs cast from this hero, but (de)buffs cast on this hero.

New Hidden Attribute: Wisdom
-Reduces the required experience needed to level up by 0.5% per point of Wisdom.
-Cannot reduce required experience by more than 75%.
-Increases the effective power of buffs and debuffs by 0.75% per point of Wisdom.
-Decreases mana spent on spells by 0.4% per point of Wisdom.
-Generates one Insight point per point of Wisdom each time the hero levels up to be converted to attribute points.
-One attribute point can be created from 14 Insight points. This conversion happens automatically each time the hero gains an Insight point, usually when they level up.
Wisdom doesn't affect (de)buffs cast on this hero, but (de)buffs cast from this hero.
Effective power refers to all effects other than damage and duration.
Mana Spent on spells refers to the end mana that the hero spent. Iron Will requires a base amount of 12 mana to consider casting regardless of how much Wisdom the hero has, so while Wisdom might reduce the end cost to 7, 12 mana is required for the spell to be considered castable.
Insight Points carry over from previous levels, so even heroes with low Wisdom can still generate an additional attribute point after accumulating enough Insight.

Hero Stats: Wisdom
Warrior: 5
Ranger: 14
Rogue: 2
Wizard: 15
Paladin: 16
Warrior of Discord: 1
Adept: 14
Barbarian: 3
Cultist: 6
Healer 17
Monk: 21
Priestess: 9
Solarus: 7
Dwarf: 8
Elf: 4
Gnome: 2
Wisdom is generated with slight variance at the hero's birth the same way other attributes are generated.

Mana System
-All heroes now have mana as one of their properties to use on spells and abilities.
-A hero's current mana amount replaces the hero's current number of Healing Potions on the UI.
-Heroes can still purchase and use healing potions. Whether a hero has any potions will be shown in their inventory screen as an Item now.
-All hero's have a base Max Mana of 5 assuming 0 Intelligence.
-Mana regenerates at an increased rate when a hero is resting/recuperating at their home, at an Inn, or at a Gazebo.

Building Changes

-Buildings and Lairs now limit the amount of spell damage they receive from all sources.
-Spells that do greater than 20 damage to structures will now deal 20 + 10% of total spell damage.
A small change to ensure building integrity is not left brutalized by powerful spells by too much.

Marketplace
-Now sells Mana Potions alongside Healing potions for heroes with spells/abilities that cost mana can buy.
-Mana Potions cost 30 Gold each and heroes can have up to 5 at a time.
-Mana Potions restore 25 + (Intelligence / 4) Mana Points when a hero is low on mana.
-The number of Mana Potions a hero has is displayed in the Inventory screen alongside Healing Potions.

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.

Estate
-Estates can now receive visitng heroes provided they have enough prestige to warrant an audience.
-Only one hero may visit an estate at a time and once an estate has been visited it will not receive any more visitors for 60 seconds.
Right now Estates only impart Gold as their reward to test out the way new decisions are incorporated into their tree.

New Autoplaced Structure: Shrine
-Shrines are auto-placed for every 6 newly constructed or upgrades of all Temples in any combination.
-Shrines generate one point of Insight every 8 seconds, up to a maximum of 20 Insight Points.
-Heroes can visit shrines to gain half of the Shrine's current Insight points as their own.
-Increases the Wisdom of all Heroes by 1 per Shrine.
-Heroes may not visit another Shrine for at least 45 seconds after visiting a Shrine once.

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.

General Changes
-Help Information added to all new units and buildings.
-Implemented a Health Regeneration system.

New Damage/Resistance Types
-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.

Information Integration
-Including Help Signs into the game to spawn alongside certain buildings for additional information.
-Miscellanious information such as Attribute Changes will be posted near the players True Palace (either their Palace, or Outpost if applicable).
-Help Signs will be removed if the building is destroyed.
-Information signs can now have their generation toggled on and off in-game.
Example: Wizards Guilds now create a small Help Sign near the structure to display information on the entirety of the Fire Skill Tree.

Kill Credit For Spells
-If the finishing blow on a target is dealt by a spell, it now properly recognizes the unit that kills it.
-Currently grants the killing unit 66% of the target's Gold, splitting the remainder between Heroes in the gold drop radius (excluding the killer from the remainder gold being divided of, course).
Currently for new spells since this was built into the new damage type system.

Hero Changes
-General armor decrease of 1 for all heroes with greater than 1 point of Armor from their starting 10 points of Vitality.
Keeps the starting armor for most heroes relatively the same to offset the new bonus to armor received from Vitality in early levels.

Intentions
-All Hero Intentions have been overhauled and color-coded to allow efficient filtering of Hero Behavior in the Palace's Roster list.
-Hero Intention colors have been separated into the following categories: Idle, Exploration, Kingdom Services, Combat, Disabled, Support, Control, Resource Collection, Resource Seeding, Item/Treasure Collection, Flee, Reward Flags, Vices, Purchases, Fulfillment, Scholarly, and Resuscitation.
-Heroes learning spells from the Library now reflect exactly what spell they are learning in their Intentions. Generic Spells and Class spells are color-coded accordingly in the hero's Intention.
-Priestesses now prioritize learning new Priestess spells when they are available at the Library.

New Hidden Characteristic: Prestige
-Determines a hero's chances of visiting an Estate and receiving an audience with a noble.
-Hero's with high loyalty have higher prestige.
-Affects the quality of reward a noble bestows upon a hero after they are finished visiting.

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 broaders 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.

Monk
-Primary Attribute has been changed to Wisdom.

Wizard
-Fire Skill Tree implemented.

Spell Changes

Spell System Improvements
-Improved spell target prioritization for heroes attacking buildings. (Heroes will switch to attacking any enemy units that come within range while attacking a strcutre.)
-Spell buffs/debuffs no longer stack unintentionally if multiple heroes cast on the same target at the same time.
-Majesty: Northern Expansion spells are left untouched for now. They can be incorporated into the system without breaking compatibility with the Original.
-Heroes will no longer waste their spells on targets that take no damage from them.

Spells Integrated

Monk Spells
Hands of Steel
-Strength gain changed from 16 to 8 + (Intelligence / 5).
-Hand to Hand gain changed from 25 to 12 + (Intelligence / 4).
-Duration changed from 26 seconds to 20 seconds.
-Cooldown changed from 29 seconds to 10 seconds.
-Range: Melee (Self).
-Mana Cost: 2
-Does not stack. Cannot be cast on allies.

Stone Skin
-Armor gain changed from 8 to 3 + (Intelligence / 7).
-Duration changed from 33 seconds to 27 seconds.
-Cooldown changed from 35 seconds to 18 seconds.
-Range: 50% of Max Cast range.
-Mana Cost: 5
-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.

Iron Will
-Magic Resistance gain changed from 55 to 35 + (Intelligence / 2).
-Critical strike chance gain changed from 6 to 1 + (Intelligence / 7).
-Duration changed from 40 seconds to 32 seconds.
-Cooldown changed from 42 seconds to 20 seconds.
-Range: 50% of Max Cast range.
-Mana Cost: 12
-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.

Healer
Healer's Healing
-Cooldown reduced from 2.4 seconds to 2 seconds.
-Range: 50% of Max Cast range.
-Mana Cost: 2

Meditation
-Dodge gain changed from 25 to 15 + (Intelligence / 5).
-Parry gain changed from 25 to 15 + (Intelligence / 5).
-Sight Range gain changed from 50 to 30 + (Intelligence / 4).
-Duration changed from 52 seconds to 33 seconds.
-Cooldown changed from 55 seconds to 22 seconds.
-Range: 50% of Max Cast range.
-Mana Cost: 9
-Can cast on nearby allies.
-Does not naturally stack.
Pre-emptively buffs while following and supporting.
Will prioritize casting on the closest allied target over herself when following and supporting.
Will cast on the closest allied target if the caster already has the effect on herself when independent.

Aura of Peace
-Untouched.

Cultist
Camouflage
-Duration changed from 21 seconds to 16 seconds.
-Cooldown changed from 13.5 seconds to 8 seconds.
-Mana Cost: 5
-Range: Melee (Self).
-Does not stack. Cannot be cast on allies.

Charm Animal
-Cooldown changed from 5.3 seconds to 5 seconds.
-Range: 67% of Max Cast range.
-Mana Cost: 11
Bug where multiple stacks of the charm icon and buff could occur has been resolved.

Change Shape
-Armor gain changed from 6 to 3 + (Intelligence / 8).
-Strength gain changed from 10 to 6 + (Intelligence / 7).
-Vitality gain changed from 15 to 9 + (Intelligence / 6).
-Max HP gain changed from 35 to 24 + (Intelligence / 5).
-Duration changed from 26.5 seconds to 20 seconds.
-Cooldown changed from 56 seconds to 34 seconds.
-Mana Cost: 18
-Range: Melee (Self).
-Does not stack. Cannot be cast on allies.

Paladin
Shield of Light
-Armor gain changed from 4 to 1 + (Intelligence / 7).
-Dodge gain changed from 10 to 6 + (Intelligence / 4).
-Parry gain changed from 10 to 6 + (Intelligence / 4).
-Magic Resistance gain changed from 15 to 9 + (Intelligence / 3).
-Duration changed from 16.5 seconds to 15 seconds.
-Cooldown changed from 22 seconds to 11 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 herself.

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.

Solarus
Solarus Sun Scorch
-No longer automatically attempts to cast against buildings and lairs.
-Radius changed from 65 to 50 + (Intelligence / 2).
-Cooldown reduced from 17 seconds to 8 seconds.
-Range: 25% of Max Cast range.
-Mana Cost: 5

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.

Deploy Dart Sentry
-Creates a Dart Sentry near the target. The Sentry lasts until all darts are fired or its duration runs out.
-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.

Wizard
New Skill Tree: Fire Skill Tree

-This skill tree incorporates 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 20 and include one tier bonus at level 5 each.

Fire Bolt
-Deals 5 - 7 [fire] 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 [fire] Damage by 2.5 and Mana Cost by 1.
Synergy Bonuses:
Fire Ball: 10% increased damage per level

Tier Bonus:
Level 5: Grants a 33% chance on each cast that no Mana is spent on the spell.


Fire Ball
-Deals 13 - 17 [fire] 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 [fire] Damage by 4, Radius by 5 and Mana Cost by 1.5.
Synergy Bonuses:
Fire Bolt: 8% increased damage per level

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


Embers - Passive
-Grants up to +1.25 increased Mana Regeneration as the Wizard's current Mana goes lower.
-Required Level: 1.
-Pre-Requisite: None.
Each point in this skill increases Mana Regeneration by 0.75
Synergy Bonuses:
None

Tier Bonus:
Level 5: Increases HP regeneration as current Mana increases.

If your Wizard has 0%/50%/100% current mana with Embers at level 5, he will have +5.0/+2.5/+0 Mana Regeneration and +0/+2.5 HP/+5.0 HP Regeneration.

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: Fireball.
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.


Searing Mantle
-Enchants the surface of a target with incredible heat, dealing 3 - 4 [fire] damage whenever struck in melee combat while raising Armor by 1 and Fire Resistance by 10.
-Duration: 20 seconds.
-Cooldown: 5 seconds.
-Range: 60% of Max Cast range.
-Mana Cost: 8.
-Required Level: 5.
-Pre-Requisite: Embers.
Each point in this skill increases [fire] damage by 1, Armor by 0.5, Fire Resistance by 3, Duration by 4 seconds and Mana Cost by 1.
Synergy Bonuses:
None

Tier Bonus:
Level 5: Deals return damage to all attempted melee attacks. Attacks that connect are still dealt return damage effectively causing 2x return damage when struck in combat.

This spell can be cast on allies, though the Wizard will prioritize himself before attempting to cast on allies. The Wizard will not cast this spell on allies when he is below 40% of his Maximum Mana.

Cinders - Passive
-Each time the Wizard slays an enemy his overall [Fire] damage increases by 1 for 5 seconds. Each additional kill refreshes the duration and stacks the damage.
-Required Level: 20.
-Pre-Requisite: Heatwave, Embers.
Each point in this skill increases [Fire] damage by 1 and duration by 0.75 seconds.
Synergy Bonuses:
None

Tier Bonus:
Level 5: Each stack increases the Wizard's [Fire] damage by 1%.

Once the duration ends, all stacks are lost immediately.
This spell was the catalyst for creating the Kill Credit system for Spells.

Pyrelight
-Marks a target enemy unit with bright light, reducing its [fire] resistance by 20% for 30 seconds.
-Duration: 30 seconds.
-Cooldown: 3 seconds.
-Range: 85% of Max Cast range.
-Mana Cost: 3.
-Required Level: 15.
-Pre-Requisite: Searing Mantle.
Each point in this skill reduces the target's [fire] resistance by 4%, increases duration by 10 seconds, and Mana Cost by 0.50.
Synergy Bonuses:
None.

Tier Bonus:
Level 5: Enemies killed by spells while under Pyrelight restore the mana used to cast it to the Wizard.

The Wizard will not cast this spell on enemies when he is below 30% of his Maximum Mana.
Currently only restores mana when the enemy is killed by a spell since not all damage types have been converted yet. Once all damage types have been converted, this tier bonus will shift to anything that kills the target.

Perdition Barrage
-Launches two projectiles at the approximate location of the target, dealing 16 - 24 area of effect [fire] damage. Reveals areas where projectiles strike. The farther the target, the more random the end coordinate.
-Random Potential: 250.
-Radius: 90.
-Cooldown: 8 seconds.
-Range: 90% of Max Cast range.
-Mana Cost: 16.
-Required Level: 20.
-Pre-Requisite: Fireball, Ignite.
Each point in this skill increases [fire] damage by 6, Radius by 9, random potential by 12, and Mana Cost by 3.25. Every three additional points increases the number of projectiles by one.
Synergy Bonuses:
Fire Bolt: 4% increased damage per level
Fireball: 7% increased damage per level
Fireball: 6% increased radius per level

Tier Bonus:
Level 5: Projectile speed is increased.


Incandescent Ray
-Deals damage in a line in the direction of the target, dealing 35 - 45 [fire] damage to all units and structures caught in the path. Can extend out beyond the target. Can damage large targets multiple times.
-Radius: 60.
-Cooldown: 11 seconds.
-Range: 70% of Max Cast range.
-Distance: 600.
-Mana Cost: 13.
-Required Level: 25.
-Pre-Requisite: Perdition Barrage.
Each point in this skill increases [fire] damage by 9, Distance by 15, and Mana Cost by 2.80.
Synergy Bonuses:
None.

Tier Bonus:
Level 5: A second Ray extends out in the opposite direction.



That concludes the overall changes made to the mod since the original release.
Last edited by amantalado; 9 Aug, 2016 @ 2:52am
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Showing 1-15 of 18 comments
Wow man great job! How difficult were some of the changes?
amantalado  [developer] 6 Aug, 2016 @ 3:03pm 
The creation of the new Spell System was probably the most difficult thing to do on the list. It took a month to get it functioning properly without bugs. Other things such as creating resistance types and abilities that can be leveled up were more time-consuming than they were difficult.
Tilferen 8 Aug, 2016 @ 7:27pm 
My only quarrel with this is that you need a whole hell of a lot of temples to get the max (75%) exp reduction. Is there any other way to get more wisdom without spamming temples?
amantalado  [developer] 8 Aug, 2016 @ 9:07pm 
Originally posted by Tilferen:
My only quarrel with this is that you need a whole hell of a lot of temples to get the max (75%) exp reduction. Is there any other way to get more wisdom without spamming temples?

Not currently, no. It was never my intention for players to attempt to gain a 75% experience reduction through temple spam anyway. The hero that could potentially reach it would be a high level Monk since Wisdom is their primary attribute.
Jotaro JoDiveStar 12 Aug, 2016 @ 8:12am 
Is there any way to set a slider or building or something that forces heroes to only venture out in groups of X? size? Like a danger zone/alert rating? It always bothered me, the suicidal nature of heroes to wander off on their own and die to trees and goblin swarms and stuff.
amantalado  [developer] 12 Aug, 2016 @ 2:10pm 
Originally posted by Atomic Kodo:
Is there any way to set a slider or building or something that forces heroes to only venture out in groups of X? size? Like a danger zone/alert rating? It always bothered me, the suicidal nature of heroes to wander off on their own and die to trees and goblin swarms and stuff.

I'm not sure if you're asking whether or not I'll include such a feature, or asking if such a feature is possible. I don't think it's something I'd include in the mod, but it certainly is doable.
Inky Cheeks 14 Sep, 2016 @ 8:46am 
Looks fantastic :D Love that you're breathing new life into a classic game
Scrubwave 1 Oct, 2016 @ 3:11am 
Is it possible to make friendly units not collide and block each other?
Sasaki Kojiro 15 Oct, 2016 @ 1:07pm 
Can you add a way to get the not usually available races in every map, even if it's more difficult or if they're weaker? I like a lot of the other race units like Elf and Dwarf but it's so rare to actually get to use them...
amantalado  [developer] 29 Oct, 2016 @ 4:29pm 
Originally posted by Scrubwave:
Is it possible to make friendly units not collide and block each other?

That is indeed possible. It just requires using the same attribute given to Healer's when they are in the process of returning back to life and apply it to other units you want to have collision removed from. When Healer's are in ghost-form, they can pass through other objects without collision. I think a good way to use this attribute would be to have it apply to any minion units to allow for better kingdom traffick in case you have a lot of Priestesses or Cultists.


Originally posted by Sasaki Kojiro:
Can you add a way to get the not usually available races in every map, even if it's more difficult or if they're weaker? I like a lot of the other race units like Elf and Dwarf but it's so rare to actually get to use them...

It's possible, though the biggest limitation to that is UI support. I could add an additional building that can be built for each of the races to the Build List and set the non-human races as their training options, but a lack of UI support means that it'd be tricky to navigate. Being unable to set build options in the editor is the main problem when it comes to things like this.
Oceanyss 12 Nov, 2016 @ 2:48am 
Any plans for implementing monster heroes like the Monster Kingdom dlc from the second game?
amantalado  [developer] 13 Nov, 2016 @ 2:39pm 
Originally posted by Oceanyss:
Any plans for implementing monster heroes like the Monster Kingdom dlc from the second game?

With the way the modding tools currently are, it wouldn't be possible to create an actual Monster Kingdom style mod that wouldn't look clunky and haphazard. I don't think it'd flow well if it were player-controlled since there is no ability to change the UI currently, but it could be something that I could introduce as a neutral or enemy faction for the time being.
//// 11 Dec, 2016 @ 4:19am 
any reasons why gnomes are so unwise? as i see their character, they could easily be somewhere between dwarfs and elves. and seeing how cautious and caring they are, maybe equally wise or even wiser than dwarfs...
amantalado  [developer] 11 Dec, 2016 @ 5:37am 
Originally posted by ////:
any reasons why gnomes are so unwise? as i see their character, they could easily be somewhere between dwarfs and elves. and seeing how cautious and caring they are, maybe equally wise or even wiser than dwarfs...

Well, I don't think they're very wise since they managed to render themselves unto extinction by the time Majesty 2 comes around. Though I guess 2 is critically low, even for Gnomes. I'll adjust it a bit, but I don't think their characters present themselves as being wiser than Dwarves. Elves maybe, but Dwarves is stretching it.
//// 11 Dec, 2016 @ 5:54am 
Originally posted by amantalado:
Originally posted by ////:
any reasons why gnomes are so unwise? as i see their character, they could easily be somewhere between dwarfs and elves. and seeing how cautious and caring they are, maybe equally wise or even wiser than dwarfs...

Well, I don't think they're very wise since they managed to render themselves unto extinction by the time Majesty 2 comes around. Though I guess 2 is critically low, even for Gnomes. I'll adjust it a bit, but I don't think their characters present themselves as being wiser than Dwarves. Elves maybe, but Dwarves is stretching it.

they was wise enough not to sell out for sequel? :D

i see them wise as dwarfs or close to their wisdom. they simply are more ascetic/shy and don't like to demonstrate their abilities as dwarfs do.
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