Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [developer] 3 May, 2016 @ 5:26pm
Majestic Majesty Changelog
Since the Description field doesn't allow for enough room to encompass all the changes that the mod introduces, I shall list them out here in the Discussion section.

Guild Changes
+Upgrading a guild to an additional level allows for the training of one additional hero from that guild, up to 6 heroes at level 3.

Economy Changes
Two additional general housing types: Manors and Estates.

+Houses now generate an additional gold per living hero up to a maximum bonus of 12 gold.
Maximum possible gold from House Revenue Cycle: 28

New Structure: Manor
-For every 2 Houses built, the next house will instead be a Manor.
-Random gold and Base gold revenue from manor starts at a value of 12 gold each, which is +4 to each value from standard Houses.
-Manors generate an additional gold per living hero up to a maximum bonus of 20 gold.
-Manors generate an additional gold per 2 living Henchmen up to a maximum bonus of 12 gold.
-Manors increase the HP of all henchman by 1 per Manor.
Maximum possible gold from Manor Revenue Cycle: 56

New Structure: Estate
-For every 2 Houses and 2 Manors built, the next house/manor will instead be an Estate.
-Random gold and Base gold revenue from manor starts at a value of 20 gold each, which is +8 to each value from standard Manors.
-Estates generate two additional gold per living hero with no maximum bonus cap.
-Estates generate an additional gold per living henchman with no maximum bonus cap.
-Estates increase the Primary Stat of all heroes by 1 per Estate.
-Estates provide one Mercenary Arbalest henchman.

+Inn Revenue changed from 60 to 30.

+Royal Gardens Revenue changed from 100 to 60.

+Marketplace Revenue has been changed.
-Level 1 base revenue changed from 125 gold to 100.
-Level 2 base revenue changed from 150 gold to 120.
-Level 3 base revenue changed from 175 gold to 140.
-Gold bonus from other Marketplaces reduced to 3 from 5.
-Gold bonus from Trading Posts increased to 5 from 6.
-Gold bonus from Houses changed from 3 to 2.
-Gold bonus is now received from manors and is set at 4.
-Elven Bungalows now grant Marketplaces 20% more gold per Bungalow instead of a fixed 100% more income.
-Elven Bungalows now grant Caravans 30% additional randomized gold per Bungalow.
Marketplace Revenue has been adjusted to make them less lucrative on their own, and has been shifted to make Trading Posts more appealing.

New Economy Type: Blacksmith Economy
-Main Revenue source for Blacksmiths will be from the quality, type, and number of equipment purchased from them.
-Researching equipment alone doesn't give gold bonus to Blacksmiths. They receive the bonus EACH time a hero purchases equipment from the Blacksmith.
-Level 1 Weapons give +2 bonus gold. Level 1 Armor gives +3 bonus gold.
-Level 2 Weapons give +4 bonus gold. Level 2 Armor gives +6 bonus gold.
-Level 3 Weapons gives +1% more total gold revenue. Level 3 Armor gives +2% more total gold revenue.
-Level 1 base revenue changed from 0 gold to 30. Revenue Rate set to 45 seconds. For comparison, same Level Marketplace Revenue is 30 seconds.
-Level 2 base revenue changed from 0 gold to 50. Revenue Rate set to 32.5 seconds. For comparison, same Level Marketplace Revenue is 22.5 seconds.
-Level 3 base revenue changed from 0 gold to 70. Revenue Rate set to 20 seconds. For comparison, same Level Marketplace Revenue is 15 seconds.
-Bonus Gold from Level 2 Palace is now at 30 gold.
-Bonus Gold from Level 3 Palace is now at 60 gold.
-Gold bonus from other Blacksmiths set to 4.
-Gold bonus from Dwarven Settlements set to 35%.
-Gold bonus from Houses set to 1.
-Gold bonus from Manors set to 3.
Blacksmiths obtain their revenue in a different way compared to Marketplaces. Their revenue will be based more on the quality and amount of purchaes made.
Percent calculations are always done after flat bonus gold calculations.


New Economy Type: Library Economy (Magic/Intelligence based economy)
-Main Revenue source for Libraries will be from spells learned, equipment enchanted, Arcane Spires, and Estates.
-Training or Learning Spells increases Library Revenue by 4 gold. These bonuses apply only to the Library being used.
-Level 1 Enchanted Equipment gives +3 bonus gold to all libraries.
-Level 2 Enchanted Equipment gives +4 bonus gold to all libraries.
-Level 3 Enchanted Equipment gives +5 bonus gold and 1% more total gold to all libraries.
-Level 1 base revenue changed from 0 gold to 25. Revenue Rate set to 50 seconds. For comparison, same Level Marketplace Revenue is 30 seconds.
-Level 2 base revenue changed from 0 gold to 40. Revenue Rate set to 30 seconds. For comparison, same Level Marketplace Revenue is 22.5 seconds.
-Bonus Gold from Level 2 Palace is now at 25 gold.
-Bonus Gold from Level 3 Palace is now at 50 gold.
-Gold bonus from other Libraries set to 6.
-Gold bonus from Arcane Spires set to 14.
-Gold bonus from Manors set to 2.
-Gold bonus from Estates set to 10.
-Each Estate increase Library gold revenue by 3%.
-Each Estate increase Library revenue rate by 2%.
-Libraries gain a % increase to their bonus gold equal to 4% of the combined Intelligence of all heroes and henchmen in your kingdom.
-Libraries gain a % increase to their revenue rate equal to 1% of the combined Intelligence of all heroes and henchmen in your kingdom.
If your total kingdom Intelligence is equal to 300, then your Libraries will have an overall revenue increase of 12%, and a rate increase of 3%.
Libraries gain their revenue in an indirect way and somewhat expensive way. This is a long-term type of economy.
Library economy can gain a significant boost based on the number of henchmen you possess, as all henchman gain an Intelligence bonus per spire.
Percent calculations are always done after flat bonus gold calculations.
If the Wizards Guild that enchanted equipment is destroyed then all Libraries will lose the bonus revenue assosciated with that guild.
Revenue Rate cannot go below 10 Seconds.


Buildings Changes

Blacksmith
-Base Gold Cost changed from 500 to 1100.
-Gold Cost Multiplier changed from 1.00 to 1.40.
-Level 2 Upgrade Gold Cost changed from 600 to 750.
-Level 3 Upgrade Gold Cost changed from 800 to 925.
-Give bonuses to structures based on current Blacksmith level.
-Level 2 or greater Blacksmiths now grant building foundations starting HP equal to 3% of their Max HP per Blacksmith.
-Level 3 Blacksmiths now grant newly placed/upgraded buildings 2% more Max HP per Blacksmith.
-Blacksmiths can be built near each other since their revenue is mainly provided by visiting heroes, and not their inherent income.
These bonuses do not currently apply to auto-placed structures.

Inn
-Base Gold Cost changed from 400 to 450.
-Gold Cost Multiplier changed from 1.10 to 1.25

Library
-Base Gold Cost changed from 600 to 1600.
-Max HP changed from 100 to 150
-Gold Cost Multiplier changed from 1.0 to 1.67
-Level 2 Upgrade Gold Cost changed from 800 to 1200.
-Level 2 Max HP changed from 200 to 300
-Libraries have a build radius since a significant portion of their revenue is not based on the number of hero visits.
-Library Build radius has been set to 600. For comparison, Marketplace radius is 500.
-New Generic Spell: Regenerate is available when your kingdom has at least one Arcane Spire. Costs Heroes 200 gold to learn.
-Every 20 visits to the Library will cause an Evil Oculus to emerge to wander the regions of the map.
-New Generic Spell: Regenerate available if your kingdom contains at least one Arcane Spire.

Ability Information

Regenerate: Upon use, immediately restores a small amount of health and then regenerates HP over time.
-Regenerate stacks with itself, if your Hero is Intelligent enough to cast it before the previous duration runs out.
-Immediately restores 1 + (Intelligence / 6) HP.
-Heal Strength over time is 1 + (Intelligence / 6). For comparison, the Heal Strength of Regeneration Elixir from Magic Bazaar is 5.
-Regenerate Duration: 8 + (Intelligence * 0.25) seconds.
-Cooldown Duration: 24 - (Intelligence * 0.25) seconds.
Currently targets only the casting Hero. Might change to allow casting on other, friendly targets based on priority.

Marketplace
-Base Gold Cost changed from 1500 to 1400.
-Gold Cost Multiplier changed from 1.30 to 1.35

Fountain
+Fountains now take Trading Posts instead of Blacksmiths to determine if they should be placed.
-Upgrading the Marketplace now counts as a point towards obtaining a fountain. Fountains now require 7 structures built/upgraded to auto-place.
-Caravans receive 15% additional total gold per fountain when spawned.

Statue
+Statues can no longer be constructed. They are instead auto-placed when their criteria for placement are met.
-Statues are auto-placed for every 8 newly constructed or upgraded Blacksmiths, Guardhouses, Warrior's Guilds, and Palaces.
-Statues still provide loyalty, one additional peasant and increase the overall effectiveness of your henchman per statue.
-Increases movement speed of all Henchmen by 4%.
-Increases attack speed of all Henchmen by 8%.
-Increases Sight Range of all Henchmen by 5.
-Increases Attack Range of all ranged Henchmen by 5.
-Increases HP of all Henchmen by 5%.
-Increases Dodge value of all Henchmen by 1.
-Increases Parry value of all Henchmen by 1.
-Increases Melee Attack value of all Henchmen by 1.
-Increases Ranged Attack value of all Henchmen by 1.
-Increases Strength value of all Henchmen by 1 per 2 statues.
-Increases Armor value of all Henchmen by 1 per 3 statues.

Royal Gardens
+Royal Gardens can no longer be constructed. They are instead auto-placed when their criteria for placement are met.
-Royal Gardens are auto-placed for every 5 newly constructed or upgrades of Rangers Guilds, Fairgrounds, or Temple's to Fervus or Agrela in any combination.
-Royal Gardens still provide loyalty, revenue and your heroes with blessings when they visit.
-Royal Gardens now also provide one Palace Guard and one Royal Archer henchman per garden.

New Autoplaced Structure: Arcane Spire
-Arcane Spires are auto-placed for every 6 newly constructed or upgrades of Libraries, Wizard Guilds, or Temples to Krypta in any combination.
-Arcane Spires provide one Court Mage henchman per Spire.
-Arcane Spires allow the new Henchmen to gain abilities based on the number of Spires in your kingdom.
-Each Arcane Spire allows Libraries to unlock one new generic spell for any Intelligent hero to learn, and one Class/Guild Spell for a specific hero type to learn.
-Increases the Intelligence of all Heroes by 1 and the Intelligence of all Henchmen by 2 per Arcane Tower.
Spires currently only provide new spells for heroes to learn from the library for the first spire.

Henchmen Changes

New Henchman: Royal Archer
-Recruited as a Henchman for each Royal Gardens you own.
-Acts as a ranged support henchman for the Palace Guards.
-Patrols all the buildings of your kingdom, attacking any enemies encountered.

Arcane Spire enabled abilities:
-One Spire: Gains the Healing Salve ability to restore his health.
-Three Spires: Grants the Split shot passive ability.

Stats
-HP: 20
-Sight Range: 250
-Attack Range: 200
-Strength: 14
-Intelligence: 18
-Ranged Attack Value: 60
-Parry Value: 20
-Dodge Value: 40
-Magic Resistance Value: 0
-Armor Value: 2
-Movement Speed: 2

Ability Information
+Healing Salve: Restores one Hit Point per Intelligence point.
-Cooldown: 25 - (Intelligence * 0.25) seconds.

+Split Shot: Allows the Royal Archer to attack two targets simultaneously every 2 seconds.

New Henchman: Mercenary Arbalest
-Recruited as a Henchman for each Estate you own.
-Functions as a long-ranged sniper for your kingdom.
-Patrols Manors, Estates and Marketplaces in your kingdom.

Arcane Spire enabled abilities:
-One Spire: Attacks have a chance to critical strike enemies.
-Three Spires: Grants the Volley ability.

Stats
-HP: 16
-Sight Range: 225
-Attack Range: 350
-Strength: 22
-Intelligence: 10
-Ranged Attack Value: 75
-Parry Value: 5
-Dodge Value: 10
-Magic Resistance Value: 0
-Armor Value: 1
-Movement Speed: 1

Ability Information

+Volley: Sets the Arbalest's attack speed to maximum for a duration of 1.5 + (Intelligence * 0.1) seconds.
-Cooldown Duration: 30 seconds.

New Henchman: Court Mage
-Recruited as a Henchman for each Arcane Spire you own.
-Functions as a support caster for your kingdom.
-Patrols Wizards Guilds, Arcane Spires, Libraries, Temples of Krypta, and Wizard Towers in your kingdom.
-Starts with the spell Corrosion Ball for use as an attack.

Arcane Spire enabled abilities:
-One Spire: Grants the Enchant Wizard Tower spell.
-Two Spires: Grants the Etherealize spell.
-Three Spires: Grants the Acid Fog spell.

Stats
-HP: 12
-Sight Range: 250
-Attack Range: 220
-Strength: 2
-Intelligence: 28
-Attack Value: 25
-Parry Value: 0
-Dodge Value: 0
-Magic Resistance Value: 15
-Armor Value: 0
-Movement Speed: 1

Ability Information

+Corrosion Ball: Deals 8 Spell Damage and decreases target's Armor Value by (Intelligence / 20) for a duration of (0.25 seconds * Intelligence).
-Corrosion Ball debuffs stack with each other.
-Cannot reduce armor below 0. Bugs occur when Armor goes into negatives.

+Enchant Wizard Tower: Enchants a nearby Wizards Tower if in combat. Increases Wizards Tower Damage, Sight Radius and Attack Range based on Intelligence.
-Wizard Tower Enchanting does not stack with itself, one Tower can't be enchanted multiple times at once.
-Increases Tower Damage by (Intelligence / 12).
-Increases Tower Attack/Sight Range by 1 per point of Intelligence. (In Majesty, Tower attack range is equal to Sight Range).
-Enchant Duration: 45 + (Intelligence * 0.25) seconds.
-Cooldown Duration: 60 - (Intelligence * 0.25) seconds.

+Etherealize: Turns an enemy unit Ethereal, slowing movement and attack speed and reducing magic resistance.
-Etherealize debuffs stack with each other.
-Decreases target movement speed by (Intelligence * 1.5)%.
-Decreases target attack speed by (Intelligence * 3)%.
-Decreases target Magic Resistance by 20 + (Intelligence / 5).
-Etherealize Duration: 10 + (Intelligence * 0.25) seconds.
-Cooldown Duration: 20 - (Intelligence * 0.25) seconds.

+Acid Fog: Engulfs a small area in a cloud of acid, dealing minor damage over time to enemies and temporarily reducing Max HP.
-Acid Fogs stack with each other.
-Interval effects occur every 2 - (Intelligence * 0.020) seconds across an area of effect of 75 + Intelligence.
-Deals (Intelligence / 15) through (Intelligence / 10) damage per interval.
-Decreases targets' Max HP by (Intelligence / 12) for 7 + (Intelligence * 0.25) seconds. Cannot decrease Max HP below Current HP.
-Acid Fog Duration: 14 + (Intelligence * 0.25) seconds.
-Cooldown Duration: 35 - (Intelligence * 0.25) seconds.

New Henchman: Squire
-Recruited as a Henchman for each Level 10 Warrior currently in your kingdom.
-Functions as a heavy melee combatant for the frontiers of your kingdom.
-Patrols the Palace, Warriors Guilds, and Guardhouses in your kingdom.

Stats
-HP: 60
-Sight Range: 240
-Strength: 16
-Intelligence: 10
-Attack Value: 75
-Parry Value: 50
-Dodge Value: 40
-Magic Resistance Value: 0
-Armor Value: 11
-Movement Speed: 1

Palace Guard
-Significant HP increase from 20 HP to 30 HP.
-Armor Strength increased by 1 from 5 to 6.
Palace Guards are more disappointing than they should be considering their scarcity and close ties to guarding the game-critical Palace itself.
This buff aims to make them more deserving of their status as *Palace* Guards.


Veteran City Guard
-Increased Armor Strength by 1 from 5 to 6.
-Increased Parry by 5 from 25 to 30.
-Increased Sight Range by 60 from 180 to 240.
This slight buff aims to make Veteran City Guards worth the cost of obtaining at 500 Gold to upgrade the Guardhouse + 300 for the research cost.
Last edited by amantalado; 3 May, 2016 @ 5:30pm
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amantalado  [developer] 3 May, 2016 @ 5:27pm 
Hero Changes

Cultist
-Number of followers changed from 3 to 1 + 1/3 Hero Level with a cap at 5 followers.
-Gold Cost increased from 400 to 450.
-Cultist's now have a passive Animal Empathy

+Animal Empathy
-Animal Empathy confers bonuses to charmed animal's at the point at which they are charmed based on the Cultist's attributes.
-Animal Empathy increases the charmed minions Max HP by the Cultist's Level * 2.
-Animal Empathy increases the charmed minions Dodge value by the Cultist's Artifice / 2.
-Animal Empathy increases the charmed minions Attack value by the Cultist's Artifice / 3.
-Animal Empathy increases the charmed minions Parry value by the Cultist's Artifice / 4.
-Animal Empathy increases the charmed minions Magic Resistance value by the Cultist's Intelligence / 6.
-Animal Empathy increases the charmed minions Strength value by the Cultist's Strength / 10.
-The Cultist's max number of minions will be 1 at level 1, 2 at level 4, 3 at level 7, etc up to a maximum of 5 followers.

Dwarf
-Weapon Strength decreased by 1 from 12 to 11.
-Armor Strength increased by 3 from 9 to 12.
-Gold Cost increased from 500 to 650.

Priestess
-Cast Range increased by 25%
-Number of followers changed from 3 to 1 + 1/2 Hero Level, with a cap at 5 followers.
-Gold Cost increased from 400 to 475.
-Starting Health changed from 10 HP to 8 HP.
-Starting Vitality increased by 3.
-Drain Life heal amount changed from 5 to Intelligence / 4.
-Can learn the spell Wither at level 5 from the Library if your kingdom has at least 1 Arcane Spire.

The Priestess will have a lower starting HP but better HP gain per level of approximately 3 - 4 HP per level.
The Priestess's max number of minions will be 1 at level 1, 2 at level 3, 3 at level 5, etc. up to a maximum of 5 followers.
Priestess heal amount from Drain Life remains the same at the starting level and scales upward slowly from there, as opposed to before where it didn't scale at all.
The change to cast range and minion speed are to allow for the Priestess to more effectively use her summons to tank. She is far too often caught out in front of her minions and left to tank for them, resulting in even high level Priestesses dying from what would otherwise be trivial obstacles.

Ability Information

Wither: Decreases enemy movement and attack speed and lowers enemy strength.
-Wither debuffs stack with each other.
-Decreases target movement speed by 60 + (Intelligence)%.
-Decreases target attack speed by 150 + (Intelligence * 2)%.
-Decreases target Strength by 3 + (Intelligence / 5).
-Wither Duration: 8 + (Intelligence * 0.25) seconds.
-Cooldown Duration: 25 - (Intelligence * 0.25) seconds.

Skeletal Mastery: Confers bonuses to Summoned and, to a lesser degree, controlled undead based solely on the Priestess's level and Intelligence.
-Skeletal Mastery increases the Summoned minions Max HP by the Priestess's Level.
-Skeletal Mastery increases the Summoned minions Dodge value by the Priestess's Intelligence / 20.
-Skeletal Mastery increases the Summoned minions Strength value by the Priestess's Intelligence / 14.
-Skeletal Mastery increases the Summoned minions Magic Resistance value by the Priestess's Intelligence / 8.
-Skeletal Mastery increases the Summoned minions Sight Range value by the Priestess's Intelligence / 8.
-Skeletal Mastery increases the Summoned minions Attack value by the Priestess's Intelligence / 6.
-Skeletal Mastery increases the Summoned minions Parry value by the Priestess's Intelligence / 5.
-Controlled Undead receive half the value from the Priestess's Skeletal Mastery bonuses.

Rogue
-Cast Range set equal to Attack Range
-Can use the ability Explosive Bolt at level 6.
-Receives a Level 10 Event granting this Hero the Assassin ability.

Ability Information

Explosive Bolt: Deals regular damage to the primary target, and secondary explosive damage to all targets in an area, including the primary target.
-Deals 8 + (Artifice / 8) secondary spell damage to targets.
-Explosive damage radius is set to 60 + Artifice.
-Cooldown Duration: 24 seconds.

Assassin: Instantly turn invisible indefinitely, granting the Rogue increased movement speed, ranged accuracy, and the Assassinate ability.
-Increases movement speed by 50%.
-Increases Ranged Attack Value by 25.
-Lasts indefinitely and is only broken when the Rogue uses the ability Assassinate.
-Rogue's will automatically use Assassin the moment it comes off cooldown.

Assassinate: Deal heavy damage to a single enemy target. Deals normal damage to a building.
-Deals 5x this unit's damage to the target in a single attack if the attack connects.
-Puts Assassin ability under a Cooldown Duration of 60 - (Artifice * 0.25) seconds.

Warrior
-Receives a Level 10 Event that allows a Squire to be enlisted as a henchman for your kingdom.

Wizard
-Cast and Sight Range increased by 33%
-Gold Cost increased from 500 to 550.
-Decreased Parry value from 15 to 10.
-Decreased Dodge value from 25 to 20.
-Can learn the spell Transmute at level 4 from the Library if your kingdom has at least 1 Arcane Spire.

Felt the Wizard needed a bit more range to effectively serve the function of a glass cannon without compromising himself over much. In exchange for better ranged combat, his Dodge and Parry skills in melee combat have been reduced. This should also help against some monsters having an increase in movement speed.

Ability Information

Transmute: Instantly kills an enemy at low HP and converts the remaining HP into gold and experience.
-Target must have less than or equal to 10 + (Intelligence / 6)% remaining HP.
-The remaining flat HP amount is multiplied by the Wizard's Intelligence and converted to gold for the Wizard.
-Two-thirds of the conversion to gold is given as experience. This experience is scaled the same way other experience is in relation to hero level.
-Cooldown Duration: 30 - (Intelligence * 0.25) seconds.

Monster Changes

Hellbear
-Increased Experience value from 450 to 500.
-Increased movement speed by a factor of 1.
-Increased HP from 45 HP to 65 HP.
-Increased Attack value from 50 to 55.
-Increased Parry value from 35 to 45.
-Increased Strength value from 16 to 17.
-Increased Magic Resistance from 0 to 5.
-Increased Gold reward from 40 to 45.
-Decreased Dodge value from 25 to 20.
Hellbears were lacking in stats for what they were supposed to have been: a tankier minion and an upgrade from the Varg for Cultists with a Level 3 temple. This change aims to reflect that.

Roc
-Increased Sight Range from 160 to 240.
They are flying creatures so a sight boost compared to land based monsters made sense. They'll be useful in this aspect if charmed by Cultists.

Skeleton
-Increased movement speed by a factor of one to allow for better Kingdom traffic and rushing to tank for the Priestess.

New Monster: Sanguine Peasant
-A Sanguine Peasant can only emerge from Sanguine Pits and aims only to destroy the buildings of your kingdom.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.

Stats
-HP: 40
-Experience Value: 225
-Sight Range: 200
-Attack Range: 1
-Strength: 2
-Attack Value: 5
-Parry Value: 6
-Dodge Value: 12
-Magic Resistance Value: 0
-Armor Value: 0
-Movement Speed: 1
-Gold Value: 45
Destroys your buildings at a rate equal to a normal Peasant + Strength.

New Monster: Gore Guard
-A Gore Guard can only emerge from Sanguine Pits that have City, Veteran, or Palace Guard corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.

Stats
-HP: 34
-Experience Value: 300
-Sight Range: 220
-Attack Range: 1
-Strength: 15
-Attack Value: 50
-Parry Value: 45
-Dodge Value: 10
-Magic Resistance Value: 0
-Armor Value: 7
-Movement Speed: 1
-Gold Value: 50

New Monster: Crimson Archer
-A Crimson Archer can only emerge from Sanguine Pits that have Royal Archer corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.

Stats
-HP: 36
-Experience Value: 325
-Sight Range: 250
-Attack Range: 175
-Strength: 16
-Attack Value: 70
-Parry Value: 10
-Dodge Value: 55
-Magic Resistance Value: 0
-Armor Value: 15
-Movement Speed: 2
-Gold Value: 55

New Monster: Maniacal Arbalest
-A Maniacal Arbalest can only emerge from Sanguine Pits that have Mercenary Arbalest corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.

Stats
-HP: 27
-Experience Value: 350
-Sight Range: 200
-Attack Range: 280
-Strength: 25
-Attack Value: 75
-Parry Value: 0
-Dodge Value: 0
-Magic Resistance Value: 0
-Armor Value: 1
-Movement Speed: 1
-Gold Value: 60

New Monster: Blood Mage
-A Blood Mage can only emerge from Sanguine Pits that have Court Mage corpses contained.
-Transforms your weakened living Henchmen into their warped versions.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.

Stats
-HP: 27
-Experience Value: 450
-Sight Range: 270
-Attack Range: 220
-Strength: 2
-Intelligence: 36
-Attack Value: 25
-Parry Value: 0
-Dodge Value: 0
-Magic Resistance Value: 40
-Armor Value: 2
-Movement Speed: 1
-Gold Value: 80

Ability Information

Consume Life: Deals 6 Spell Damage and heals the Blood Mage for (Intelligence / 4) HP. Low HP targets are converted into warped versions of themselves.
-Consume Life will turn a henchman if their HP falls below the Blood Mage's (Intelligence / 6).
-Henchmen that are turned will not add to your kingdom's Henchmen Death counter or add a body to a nearby Sanguine Pit.

New Monster: Scarlet Squire
-A Scarlet Squire can only emerge from Sanguine Pits that have Squire corpses contained.
-Attacks your kingdom relentlessly until death.
-Becomes stronger based on the number of Sanguine Pits in your kingdom.

Stats
-HP: 75
-Experience Value: 500
-Sight Range: 240
-Attack Range: 1
-Strength: 18
-Attack Value: 80
-Parry Value: 15
-Dodge Value: 14
-Magic Resistance Value: 0
-Armor Value: 15
-Movement Speed: 1
-Gold Value: 90

New Monster: Spirit Troll
-A Spirit Troll will spawn instead of a normal Troll after 5000 Gold has been vaporized in your kingdom.
-Increases Max HP by 1% every 0.3 seconds after spawning.
-Regenerates HP equal to 0.5% of Max HP on top of Troll normal Regeneration Rate.

Stats
-HP: 94
-Experience Value: 2000
-Sight Range: 200
-Attack Range: 1
-Strength: 16
-Intelligence: 10
-Attack Value: 75
-Parry Value: 60
-Dodge Value: 90
-Magic Resistance Value:12
-Armor Value: 2
-Movement Speed: 1
-Gold Value: 400

New Monster: Minotaur Lord
-A Minotaur Lord will spawn instead of a normal Minotaur after 100 Blacksmith Visits in your kingdom.
-The Minotaur Lords basic attack cleaves through 2 additional nearby enemies.
-Minotaur Lords attack slower than normal Minotaurs.

Stats
-HP: 145
-Experience Value: 2750
-Sight Range: 250
-Attack Range: 1
-Strength: 30
-Intelligence: 21
-Attack Value: 100
-Parry Value: 70
-Dodge Value: 30
-Magic Resistance Value: 3
-Armor Value: 10
-Movement Speed: 1
-Gold Value: 700

New Monster: Elder Orbs
-An Elder Orbs will spawn instead of an Evil Oculus after 80 Library Visits in your kingdom.
-The Elder Orbs have the Vortex spell available to them on top of the normal spells of an Evil Oculus.

Stats
-HP: 110
-Experience Value: 5000
-Sight Range: 275
-Attack Range: 240
-Strength: 5
-Intelligence: 24
-Attack Value: 20
-Parry Value: 10
-Dodge Value: 15
-Magic Resistance Value: 98
-Armor Value: 2
-Movement Speed: 1
-Gold Value: 1000

Lair Changes

New Lair: Sanguine Pit
-A Sanguine Pit spawns in place of a Sewer Entrance when 25 Henchmen die in your kingdom (not including Tax Collectors/Caravans).
-Each pit after the last requires 25 more Henchmen to die before another will emerge. (25 Henchmen must die for 1, 50 more for 2, 75 more for 3).
-The Palace eliminates a Henchman corpse every Palace revenue cycle.
-Sanguine Pits are invulnerable.
-Dead henchman are added to the nearest Sanguine Pit to be turned into warped versions of themselves to spawn from the pit later.
-Spawned warped versions of henchmen reduce the corpse count of that henchman in the pit.
-The number of corpses in a pit and the number of Sanguine Pits increase the total number of potential spawns at a time from the pit.
-The number of corpses in a pit and the number of Sanguine Pits increase the spawn rate of the Sanguine Pit.
-If no henchmen corpses remain in a Sanguine Pit, at most a few Sanguine Peasants will be all that spawn from it.
-Sanguine Pits start improving their spawns upon every new pit past the first one.
-Increases movement speed of all warped Henchmen by 15%.
-Increases attack speed of all warped Henchmen by 27%.
-Increases Sight Range of all warped Henchmen by 10.
-Increases Attack Range of all ranged warped Henchmen by 10.
-Increases HP of all warped Henchmen by 8%.
-Increases Dodge value of all warped Henchmen by 1.
-Increases Parry value of all warped Henchmen by 2.
-Increases Melee Attack value of all warped Henchmen by 3.
-Increases Ranged Attack value of all warped Henchmen by 3.
-Increases Strength value of all warped Henchmen by 1.
-Increases Armor value of all warped Henchmen by 1.

System Changes
New Spellcasting/Ability system (currently implemented only for *new* spells/abilities)
-Allows for abilities/spells to have cooldowns vary based on the caster's attributes/levels rather than a static amount.
-Allows for durational, non-damage and damage effects to scale based on caster's attributes/levels rather than remain a static amount.
-Allows for area of effect duration spells to carry stat numbers from the caster, and not rely on the flat number amounts like Meteor Storm does.
-Allows for development of unique spell types and behaviors to use them.
-Allows for development of Aura abilities.
-Allows for development of a mana system.
Intweener 25 May, 2016 @ 11:09am 
Awesome improvements. As a long time majesty fan i'll be looking forward to your progress :D
mocachild 28 May, 2016 @ 8:16pm 
Does the Regenerate spell in the library show up in the spells available list or is it hidden from sight?
amantalado  [developer] 28 May, 2016 @ 10:59pm 
Originally posted by mocachild:
Does the Regenerate spell in the library show up in the spells available list or is it hidden from sight?

It shows up in the Hero's spell list if they went to the Library to learn the spell.
It does not show up as a Research Tab in the Library, nor would it be possible to do so for any additional spell created until SDK functionality allows it.

The only way you can tell if your Libraries will have new spells available would be to simply know based on the number of Arcane Spires present in your kingdom. Since new spells have been implemented only for the first Spire, you'll know that new spells are available in the Library for a hero to learn if you have any Spires for the current state of this mod.
AlbertMelfo 19 Jun, 2016 @ 2:32pm 
Does this mod have new sprites for the new units/spells/etc.? Or is it just the same graphics with different descriptions?
amantalado  [developer] 19 Jun, 2016 @ 8:14pm 
Originally posted by AlbertJethro:
Does this mod have new sprites for the new units/spells/etc.? Or is it just the same graphics with different descriptions?
Same graphics, and different descriptions won't kick in until the next release version. Until support for new art assets is implemented into the SDK, I have to work with what the game gives me for sprites.
alanisman1 2 Jul, 2016 @ 6:38pm 
This is a dream come true. Thank you so much for this mod. Majesty is one of my all-time favorite games and you just breathed some much-needed new life into it.

I love the Level 10 Events for the Heroes. This adds a lot to their long term growth. Do you plan to add these to the rest of the Heroes?
amantalado  [developer] 2 Jul, 2016 @ 8:36pm 
Originally posted by alanisman1:
I love the Level 10 Events for the Heroes. This adds a lot to their long term growth. Do you plan to add these to the rest of the Heroes?

The events were an early attempt to see if I could add any more variety to heroes with respect to their progression.

They won't be necessary and will eventually be phased out in future releases as other new systems/functions will more easily aid in Hero Development, such as the Skill Tree system currently being prototyped.
Last edited by amantalado; 3 Jul, 2016 @ 3:12am
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