Majesty Gold HD

Majesty Gold HD

Majestic Majesty 0.19
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amantalado  [developer] 9 Jul, 2016 @ 11:50pm
Progress Version 0.09
It's steady going for this version. A lot what completed on the side concerning in-game information, but I did manage to squeeze in a couple more spells to keep the Fire Tree developed. Here's whats new:


0.09 Changelog
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.

General Changes
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.
Example: Wizards Guilds now create a small Help Sign near the structure to display information on the entirety of the Fire Skill Tree.
This is part of an ongoing effort to make it so players can choose not to look at the changelog to find out all mod changes and discover such changes at their leisure while playing.
It is also what took up the majority of my time for this version.

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
Wizard
Fire Skill Tree New Spells

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: Fire Bolt.
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.

Reminder: Most non-damage values of spells such as Duration, Mana Cost and Buff/Debuff values are still universally affected by the Caster's Wisdom and the Target's Willpower. Both, if the Caster is targeting himself. The only exception thus far to this is an Area of Effect spell's radius.

Considering the damage system for the game will be veering away from pure random damage as the mod develops, it might be worth while to look into Vitality eventually as well as overall HP of most non-hero units. The game uses a damage system that is mostly random with a few modifiers, where the damage calculated is 1 - Damage whether Damage is a unit's Strength (anything that doesn't use a weapon) or Weapon damage plus Strength modifier. What this means is that your Warrior that has a Longsword stating that it deals 10 damage is actually saying it deals 1 - 10 damage. The system I'm going for will move that to eventually be something like 9 - 11 damage, of type Slashing. It won't be something retroactively done by the next release, but it will be one of the focuses for the development afterwards. Overall, I expect a general boost to initial HP, since the transition to this system means that fragile heroes will go from rarely surviving a single attack, to never surviving a single attack if their health is left alone when the damage system kicks in.




There will be no Progress Report for next week. Next week will be 0.10 and the release version for the next part of this mod. It might be a few days late because I will be stress testing everything to get all the prominent bugs and issues worked out before it goes out. After it releases, I will be taking around two weeks to gather information and feedback as well as fixing any bugs reported before continuing development. I will also try to make a Modding Tutorial during that week.

So, what would you like the focus for the Modding Tutorial to be? Creating & Implementing Spells? Adding Additional Tasks and Intentions for Heroes? Item Creation? Or something else entirely? Let me know.

Up Next: Finish development & release 0.10 of Majestic Majesty.
Last edited by amantalado; 9 Jul, 2016 @ 11:52pm
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Showing 1-12 of 12 comments
AlbertMelfo 10 Jul, 2016 @ 7:56am 
Honestly, the best thing for a Modding Tutorial (from the perspective of a total novice), is how to begin doing the simplest things possible. Maybe afterward the creation of items/spells that would be researchable and sellable at certain buildings? That would be interesting.
XxGantePROxX 10 Jul, 2016 @ 9:56am 
I totally want to test this when go out, its good to know that the Majesty Community still exist and is strong, maybe now ill be finaly able to pass Legendary Heroes. kkkk
amantalado  [developer] 10 Jul, 2016 @ 1:15pm 
Originally posted by AlbertJethro:
Honestly, the best thing for a Modding Tutorial (from the perspective of a total novice), is how to begin doing the simplest things possible. Maybe afterward the creation of items/spells that would be researchable and sellable at certain buildings? That would be interesting.

I'm not really sure what would be considered the simplest thing possible. I know that some things in the GPL function can end up incredibly complex and difficult to navigate, but it's harder to find what would be some of the simpler things you can do while still actually affecting the game in some way. While simple things can be what the tutorial is, having a focus for it makes it much easier to construct, like a tutorial for Simple Spell Modification, or Simple Henchman Creation & Implementation, etc.

A tutorial just for the Simplest Things is vague and not everyone might agree on what is considered simple, and what might be considered so simple that it becomes effectively useless at teaching anything meaningful. So having it focused like in the previous paragraph would help give me an indicator of what some users actually want to be able to learn to do on their own by the end of the Tutorial.
Alfryd 10 Jul, 2016 @ 2:35pm 
Thread necromancy! About the Bank:

Originally posted by amantalado:
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.
Ah, wait... I know what you're getting at here. Gringott's from Harry Potter. Smaug's Hoard with a 9-digit PIN. The Iron Bank of Braavos? Scrooge McDuck's money-bin!

I think... I think this structure might make sense if you presented it as a Dwarven add-on, like a Vault or a Treasury. Kind of an economic counter-point to the get-rich-quick, cards-and-hookers antics of the Elves, where you focus on long-term investment and safe-keeping behind sturdy mechanical deadbolts and clockwork locks. Maybe even a unique structure for potentially dangerous, cursed artifacts.

I do find it a little odd that you're adding this building so early in the development cycle, but if you wanted to go all Game of Thrones, you could also include this as a speciality structure available to one or two of the main noble Houses. Maybe the folks from Tholaria or Volencia, since they'd probably have dwarven connections, plus experience in handling arcane relics or mercantile trading/finance.
Last edited by Alfryd; 10 Jul, 2016 @ 2:37pm
amantalado  [developer] 10 Jul, 2016 @ 4:23pm 
Originally posted by Alfryd:
Ah, wait... I know what you're getting at here. Gringott's from Harry Potter. Smaug's Hoard with a 9-digit PIN. The Iron Bank of Braavos? Scrooge McDuck's money-bin!

I think... I think this structure might make sense if you presented it as a Dwarven add-on, like a Vault or a Treasury. Kind of an economic counter-point to the get-rich-quick, cards-and-hookers antics of the Elves, where you focus on long-term investment and safe-keeping behind sturdy mechanical deadbolts and clockwork locks. Maybe even a unique structure for potentially dangerous, cursed artifacts.

I do find it a little odd that you're adding this building so early in the development cycle, but if you wanted to go all Game of Thrones, you could also include this as a speciality structure available to one or two of the main noble Houses. Maybe the folks from Tholaria or Volencia, since they'd probably have dwarven connections, plus experience in handling arcane relics or mercantile trading/finance.

Things like Art or the implementation of UI Add-Ons for the mod are not currently feasible since the SDK doesn't support such things, so making the Bank a structure in and of itself seems more reasonable to have.

When you think about it, everything added thus far can be considered early in the development cycle, depending on what standards are being applied. Theoretically, all systems are in their early stages since the potential for their expansion is limitless. There is no chart or graph illustrating the qualifications for an asset to reach before being included into the mod aside from it being bug-free, so the Bank doesn't really seem all that unique in that respect. The Bank was put in as a structure to serve an initial function for the time being for Heroes to safely store their gold and gain small increment to their income over time. The Bank, like just about everything else in this mod, will be developed further to flesh out it's functions.
Alfryd 11 Jul, 2016 @ 7:28am 
Oh, is that what 'Add-on' means? Naw, I meant to say that a separate structure should be fine- I was just imagining that filing it away as a Dwarven specialty might be... idiomatic, or something.

I does give me some ideas for the art in any case... (Speaking of which- my modelling-friend got back in touch and he has made a wee bit of progress on the housing sprites, but probably won't have anything finished until August- doing a training course atm. I'll keep you posted.)
amantalado  [developer] 11 Jul, 2016 @ 2:13pm 
Originally posted by Alfryd:
Oh, is that what 'Add-on' means? Naw, I meant to say that a separate structure should be fine- I was just imagining that filing it away as a Dwarven specialty might be... idiomatic, or something.

I does give me some ideas for the art in any case... (Speaking of which- my modelling-friend got back in touch and he has made a wee bit of progress on the housing sprites, but probably won't have anything finished until August- doing a training course atm. I'll keep you posted.)

When talking about add-ons, I always default to the way the term is used in Starcraft: a UI option to create a sub-structure that is dependent on a main structure.

Don't worry about new sprites or how long it might take to create them. Until adding them becomes a possibility, time on that front is irrelevant.
cjet799 11 Jul, 2016 @ 8:28pm 
I was just thinking .. if heroes had enough money in the bank could they automatically pay to resurrect themselves from a mausoleum?
amantalado  [developer] 11 Jul, 2016 @ 9:59pm 
Originally posted by cjet799:
I was just thinking .. if heroes had enough money in the bank could they automatically pay to resurrect themselves from a mausoleum?

That's technically doable. One of the things I do want to take a very close look at is the whole system of Resurrection. Heroes will eventually end up being the equivalent to demi-gods with how developed they can end up being in the mod, so Resurrection of such entities should be given some serious thought and not left as it is which is basically just a monetary cost.
arcanist 12 Jul, 2016 @ 3:21am 
Originally posted by cjet799:
I was just thinking .. if heroes had enough money in the bank could they automatically pay to resurrect themselves from a mausoleum?
The ultimate life insurance policy!
Last edited by arcanist; 12 Jul, 2016 @ 3:22am
Alfryd 12 Jul, 2016 @ 12:03pm 
Heh.

Originally posted by amantalado:
One of the things I do want to take a very close look at is the whole system of Resurrection. Heroes will eventually end up being the equivalent to demi-gods with how developed they can end up being in the mod, so Resurrection of such entities should be given some serious thought and not left as it is which is basically just a monetary cost.
I don't really have a well-formulated alternative at the moment, but I'm not sure converting gold into miracles is the best long-term option for sovereign spells in general. Covered the subject here, FWIW. Depends on what you're aiming for, though- are you 'just\ worried about balance, or more about tone/drama?

EDIT: Oh, by the way- I tried playing a freestyle map with the mod enabled and ran some Wizards through the fairgrounds up to level 15 or so, but I didn't see any new spells (or the Bank) for that matter. Is there some setting I need to jiggle before steam will pick up the changes?
Last edited by Alfryd; 12 Jul, 2016 @ 12:08pm
amantalado  [developer] 12 Jul, 2016 @ 12:17pm 
Originally posted by Alfryd:
EDIT: Oh, by the way- I tried playing a freestyle map with the mod enabled and ran some Wizards through the fairgrounds up to level 15 or so, but I didn't see any new spells (or the Bank) for that matter. Is there some setting I need to jiggle before steam will pick up the changes?

From the comments section of the mod:
Originally posted by Amantalado:
Every change shown in the Progress Logs from 0.01 up to 0.10 will be done at once for the next major release of the mod, with the Changelog compiled to reflect those changes.

These reports just keep people updated on what's going on. No changes will take effect until 0.10.
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