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Staredit Network -> UMS Production -> Majesty II: RPG
Report, edit, etc...Posted by PCFredZ on 2007-01-20 at 00:13:05
Majesty II is built from scratch, but its core ideas are based heavily on Majesty I (it's recommended that you look at this thread, since many elements in these two games are very similar, if not identical).

QUOTE(Progress)
February 8
Two screenshots are up, and the Rogue's Steal spell is completed. Feel free to download the map and try things out a bit!
New build added

February 7
Hero Spells is well under way. A description of each of them, plus a description of all the King Spells (known in Majesty as Sovereign Spells), are now posted. Enjoy!


February 4
All the Help beacons are now in working order. Now that's something I rarely ever get around to in my maps. Also, terrain for interface is redone. It's now 1 million times more blocky, but the space is utilized much more efficiently.

February 3
Income almost works right, all Spells have been finalized, and the Spells Help function has been completed. This build is also a backup before some major renovations are made: string recycling and remaking terrain in the Interface area.

February 1
Income & Monster generation finished. Woohoo!
Income is bugged though.
New build added

January 30
Progress reorganized. All ideas except some of the Spells are finalized (5 spells per Hero x 12 Heroes = brainstorming ideas).
New build added

January 27
Entering building completed
New build added

January 23
Beginning preparation mostly completed
New build added

January 21
Map Generation triggers completed
Reassigned Monster Lairs to different units
New build added

January 20
Locations finished
Interface terrain updated
Shifted player forces
Started Map Generation triggers
New build added

January 19
Terrain finished
Topic posted
New build added


Changes from Majesty I:

•Map size increased to 256x256
•Three new Hero classes are introduced: Gnome (worker), Dwarf (worker/melee), and Adept (speed/short ranged)
•Smarter random map generation, main world divided into 4 quadrants
•20 MORE seconds of original game music added to existing score
•New Buildings available to King: added Library, Sorcerer's Abode (2 levels), Trading Post. Removed Royal Garden and Hall of Champions.
•New Discoverable buildings to be found in exploration: Wizard's Guild, Gambling Hall, Quest Shrines
•New items for purchase: Power Blast and Flame Shield scrolls (at Library)
•Redesigned spell system, including spells for King
•Monsters reassigned around
•Random monster generation will be more realistic: Animal Dens will spawn only Animal-class monsters, Ratman Champions and Ratapults will spawn only from Broken Sewer Mains, etc.
•Slightly non-linear quest system implemented
•Bosses will be armed with spells
•Unit stats are to be rebalanced

QUOTE(Hero Spells)
40 unique spells are distributed among 12 Hero Classes, each with a set of 5 spells creating drastically different playing styles for each Hero Class.

Spells use Mana, represented by Gas. Gas regenerates 2, 3, 4 or 5 per trigger cycle depending on level

Max Gas is 200 for Level 1 and 2000 for Level 2, increasing exponentially (approximately) until Level 14, at which point the max cap increases logarithmically (approximately).

Spell 1 costs 150 Gas
Spell 2 costs 200 Gas

Spell 3 costs 400 Gas and is available at Level 4

Spell 4 costs 600 Gas and is available at Level 7

Spell 5 costs 1000 Gas and is available at Level 10




Rogue

Steal: Snatch some Gold from an adjacent Monster Lair

Hide: Disappear into the shadows (negated if you attack)

Trap: Drop a trap that explodes when stepped on by a Monster

Poison: Poison damage for 30 seconds

Point Blank Shot: Cripple an adjacent Monster




Ranger

Keen Eye: Temporary increase in sight, reveals hidden Monsters

Find Herbs: 25% chance of brewing a Healing Potion

Aim: Focus to increase damage done

Multiple Shot: Fire 3 arrows at once

Point Blank Shot: Cripple an adjacent Monster




Gnome CC to build these buildings (3/4 Gold of normal cost); Depot to build Guardhouse

Palace Lvl. 1 Buildings: Basic buildings (+200 Exp each)

Hide : Disappear into the shadows (negated if you attack)

Palace Lvl. 2 Buildings: Requires Palace Lvl. 2 (+300 Exp each)

Palace Lvl. 3 Buildings: Requires Palace Lvl. 3 (+500 Exp each)

Call of Champion: For 30 seconds, you deal enormous damage (relatively)




Warrior

Call to Arms: Warp back to Palace for the price of 100 Gold

Bash: Strike with the blunt side of your blade

Critical Strike: Focus for 50% chance of dealing an enormous amount of damage

Fury: Monsters flee from you for 15 seconds

Berserk: Become invulnerable to all attacks for 30 seconds




Elf

Steal: Snatch some Gold from an adjacent Monster Lair

Aim: Focus to increase damage done on the next shot

Poison: Poison damage for 30 seconds

Multiple Shot: Fire 3 arrows at once

Point Blank Shot: Cripple an adjacent Monster




Cultist

Summon Varg: Call forth a Varg to aid you in combat

Hide: Disappear into the shadows (negated if you attack)

Summon Werewolf: Call forth a Werewolf to aid you in combat

Summon Greater Gorgon: Call forth a Greater Gorgon to aid you in combat

Werebear: Transform into a beast of unstoppable force




Dwarf Nexus to build these buildings (3/4 Gold of normal cost); 2 Pylons turn into BallistaTower

Palace Lvl. 1 Buildings: Basic buildings (+200 Exp each)

Palace Lvl. 2 Buildings: Requires Palace Lvl. 2 (+300 Exp each)

Critical Strike: Focus for 50% of dealing an enormous amount of damage

Palace Lvl. 3 Buildings: Requires Palace Lvl. 3 (+500 Exp each)

Berserk: Become invulnerable to all attacks for 30 seconds




Monk

Critical Strike: Focus for 50% of dealing an enormous amount of damage

Fists of Steel: 25% chance of crippling adjacent Monster

Stone Skin: Gain a tough protective layer of stone outside your skin

Fury: Monsters flee from you for 15 seconds

Harm Undead: Cripple all nearby Undead Monsters




Adept

Dodge: Avoid incoming damage, but halts your own non-Spell damage too

Double Attack: Bash twice quickly with your staff

Teleport: Warp back to Palace

Agility: Become invulnerable to all attacks for 10 seconds

Whirlwind: Summon a mobile storm lasting 10 seconds




Paladin

Critical Strike: Focus for 50% chance of dealing an enormous amount of damage

Bash: Strike with the blunt side of your blade

Shield of Light: Cast Disruption Web onto nearby Monster

Fury: Monsters flee from you for 15 seconds

Harm Undead: Cripple all nearby Undead Monsters




Priestess

Life Drain: Restore health of an adjacent summoned Skeleton

Summon Skeleton: Call forth a temporary Skeleton (10 Max)

Summon Zombie: Call forth a Zombie (5 Max)

Summon Vampire: Call forth a bloody Vampire (3 Max)

Summon Shadow Beast: Call forth a Shadow Beast (2 Max)




Wizard

Fire Blast: Attack several nearby foes with one spell

Fire Shield: Monsters cower from you for 5 seconds

Teleport: Warp back to Palace

Fireball: Summon a controllable Fireball

Meteor Storm: Summon a mobile storm lasting 30 seconds

QUOTE(King Spells)
King spells have building requirements and cost Gold (Minerals) to be cast each time.

Revelation ($200): Reveal an unexplored region
Require Palace Lvl. 2

Lightning Strike ($400): A burst attack on a nearby Monster
Require Palace Lvl. 2

Gate ($1000): Warp all Heroes to your Spellcaster
Requires Sorcerer's Abode Lvl. 1

Lightning Storm ($1500): A powerful attack on nearby Monsters lasting 10 seconds
Requires Sorcerer's Abode Lvl. 2


QUOTE(Screenshots)
user posted image
Ranger in the Palace, where he can make money transactions, look up information about his spells, or choose a new Hero

user posted image
King's view of a starting town. The Queen is the Spellcaster, and it is confined within the range of the Wizard's Towers (Spore Colonies)



Progress (in the order I intend to complete them):
+Terrain: Done
+Locations: Done
+Unit placement: Done
+Changing default unit/player settings: Started
+Triggers: Started
---Music: Done
---Random Map Generation: Done
---Starting Preparation: Done
---Enter/Exit Buildings: Done
---Eject from Buildings: Done
---Building Functions: Done
---Spells for King: Done
---Income for King: Done
---Random Monster Generation: Done
---Kills to Cash:: Done
---Help System: Done
---Level Up Stats: Done
---Hero Spells: Started
---Use Items: Not started
---Monster Patrol Routes: Not started
---Quests: Not started
---Boss AI: Not started
---Victory & Defeat: Not started
Report, edit, etc...Posted by EcHo on 2007-01-20 at 12:40:58
The first map you made was really fun and unique! I remember when it used to be pub frenzy and a lot of people played it. I'm sure the 2nd map is going to be even better tongue.gif. The new findable buildings will be great! More buildings! The spells for king would be great too because only building for the heroes wouldnt be that fun. Good luck with the map! I cant wait to play it
Report, edit, etc...Posted by Dark_Marine_123 on 2007-01-20 at 17:55:25
I loved your first PC tongue.gif So if you need a tester call upon riney! biggrin.gif We will send those demonic hordes back to hell! MUWAHHA.
Report, edit, etc...Posted by Zell.Dincht on 2007-01-20 at 18:14:27
QUOTE(Dark_Marine_123 @ Jan 20 2007, 04:55 PM)
I loved your first PC tongue.gif  So if you need a tester call upon riney! biggrin.gif  We will send those demonic hordes back to hell! MUWAHHA.
[right][snapback]616053[/snapback][/right]

Along with me biggrin.gif If its not over 2 players. sad.gif
Report, edit, etc...Posted by EcHo on 2007-01-20 at 18:30:03
I'll test if you even need testers tongue.gif
Report, edit, etc...Posted by PCFredZ on 2007-01-20 at 21:45:14
QUOTE(Today's progress)
Locations finished
Interface terrain updated
Shifted player forces
Started Map Generation triggers
Report, edit, etc...Posted by EdAi on 2007-01-20 at 22:18:26
mmmmm this map is gonna be yummy

just pm if u want a tester

=D
Report, edit, etc...Posted by Dark_Marine_123 on 2007-01-21 at 00:47:04
Why pm when theres a lovely thread we can spam in! :D I really wanna test >_> Quests + random placements = Something like diablo. Which means we gotta play it and get good before other people cheat! D:
Report, edit, etc...Posted by WoodenFire on 2007-01-21 at 16:39:11
I can't wait till this is done. There are so many flaws with the first one, especially the fact you never put time-checking on heroes entering buildings which would solve the 'annoying' part of town-to-hero interaction.

Good luck on this, I hope my suggestion is used.

:)
Report, edit, etc...Posted by PCFredZ on 2007-01-21 at 17:59:32
Nope, I'm going with using 2 modes of a Siege Tank instead.

Imagine being chased by half a dozen Ratapults, finally making it back to an Inn, and having to wait 2 seconds before entering. Bam, you're dead.
Report, edit, etc...Posted by EcHo on 2007-01-21 at 18:03:36
Nice music, sounds very like Medieval. I saw the terrain and the set-ups. It's pretty nice.
Report, edit, etc...Posted by WoodenFire on 2007-01-21 at 18:34:30
So instead of a 3second check (where you could use an Open Door WAV for the time) you used a COMPLETELY additional cmd to enter buildings? requiring more and more and more and more hotkeys... this is turning into another Rush!
Report, edit, etc...Posted by PCFredZ on 2007-01-21 at 19:14:29
QUOTE(WoodenFire @ Jan 21 2007, 05:34 PM)
So instead of a 3second check (where you could use an Open Door WAV for the time) you used a COMPLETELY additional cmd to enter buildings? requiring more and more and more and more hotkeys... this is turning into another Rush!
[right][snapback]616725[/snapback][/right]

The Siege Tank is only a toggle for "Always Enter Buildings" or "Never Enter Buildings", and people can definitely ignore it altogether if the buildings are placed far enough apart in the first place.

It's less hassle to order a hero to go around a building instead of waiting 3 seconds to enter it. If the waiting time was decreased to 1 second, they can still accidentally enter a building.

At most, the hotkeys will end up like this: 1 for Hero, 0 for Inventory, 9 for Spells, and 8 for Enter Building Toggle. Wow. Four.

QUOTE(Today's progress)
Map Generation triggers completed
Reassigned Monster Lairs to different units
Report, edit, etc...Posted by Dark_Marine_123 on 2007-01-23 at 18:51:37
I can't wait to see some playable features in this PC, like the first, it still has that sexy feel (And wonderful music! xD).

The first should have been spread more, but the upgrade rate and minimum of 3 upgrades kinda ruined the first (I know it was for a mapping contest but yea...thats what this is for right? tongue.gif)
Report, edit, etc...Posted by PCFredZ on 2007-01-23 at 23:25:00
Tonight's new build features Hero selection and Henchman creation.

The King now has 2 Henchman (Peasant/Drone and City Guard/Hydralisk) and 1 Spellcaster. I'd like to have more henchmen of each type (2 or more peasants are very useful) but it just won't work out. I don't see a way to track the locations of two or more drones individually without being screwed up by Cancel Construction.

But hey, at least the King will now have Gnomes and Dwarves to help with construction. And a Spellcaster to go around zapping Monsters, oh yeah.
Report, edit, etc...Posted by Dark_Marine_123 on 2007-01-24 at 02:04:23
Oh how hard it was to get the heros back to save the town if some monsters chose to attack. Now it will be fun again ;D
Report, edit, etc...Posted by PCFredZ on 2007-01-24 at 15:28:33
Yes, the Amulet of Teleportation is still going to be in the game, but there are also new ways to get around:

Quest shrines will allow teleportation from one quadrant of the map to another. The King can also construct Trading Posts (Nydus) which the Henchmen (Peasant and City Guard) can use.

And don't forget spells! Warrior and Paladin will have Call to Arms, and Wizard and Adept will have Teleportation.
Report, edit, etc...Posted by Lyon on 2007-01-24 at 15:33:49
I downloaded the latest file and the music on it is great, and from what the map has to offer so far it might be worth taking out my starcraft disc for tongue.gif

*Lyon supports Majesty RPG
Report, edit, etc...Posted by Dark_Marine_123 on 2007-01-24 at 21:55:13
*Dark_Marine_123 Eats lyon

My majesty :D So whats up lately pc, glad to see your back on bnet :P
Report, edit, etc...Posted by PCFredZ on 2007-01-24 at 22:15:36
I'm about to start Kills to Cash or Income tomorrow, not really sure yet. Today I just finalized the Starting Preparations and set some Default Unit/Player settings the right way.

Nothing worthy of posting a new build yet, and I don't think I'll make enough progress for it until the weekends.
Report, edit, etc...Posted by Dark_Marine_123 on 2007-01-25 at 16:33:53
Don't rush yourself or anything, I hope you make this better than the first (If it wasn't better why would we play it and not the first? O.O...ya know... The term "as good as the first" is just a little vauge.)
Report, edit, etc...Posted by PCFredZ on 2007-01-27 at 20:22:31
All I need to say is, I'm gonna start playing a lot more tennis.

>>Project on hold for a couple of days, weeks or months

ADDITION:
I lied...
Report, edit, etc...Posted by Dark_Marine_123 on 2007-01-28 at 05:34:16
tongue.gif Well I got a Wii and I'm not lieing O_O

So what did you do after you were busy lieing sly.gif
Report, edit, etc...Posted by Legendary(LX) on 2007-01-28 at 11:19:31
Yay, PC lied! I have a Wii too. Anyways, I hope you finish this map biggrin.gif
Report, edit, etc...Posted by [SmC]DiNO-X on 2007-01-30 at 18:15:07
I liked the first.
I also like the second, but won't be better than the mine tongue.gif * mmm *
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