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That, another bug fix, unique spells, and perhaps more tied to the Temple should come to the mod within a week or two I'm hoping.
FYI clicking on the spells tab in the temple to grum-gog crashed the game.
Did you encounter an issue or have a request/thought for it?
The issue is not a bug, but rather a mechanic you may not be familiar with. In the game Majesty, your heroes act independently based on several factors such as a hero type's personality and loyalty. As a healer, much like many real life healers, the healers of this game have a desire to heal the wounded - regardless of whether they are friend or foe. However, if they have a high enough loyalty to you and your cause, they will not heal your enemies. Healers have a pretty high base loyalty, so any building that increases loyalty will pretty much fix the issue, whether it be a statue or royal gardens.
If you severely dislike having to build a statue, you can change this mechanic by having a mod that removes lines 31-33 of GPL\TaskModules\Subtasks\Eval_For_Healing.gpl.
Also, given my limited ability to work on it at the moment, my priorities are the technical and gameplay-related aspects. Once those aspects are addressed, I will look into more aesthetic-related changes such as the image issue. Unfortunately, I suspect that due to the limited nature of modding in this game, several of the things you've asked for are not possible, or at least beyond my current understanding and capabilities.
Thank you for the messages!
O... that was a Bug..... As long as I have know this mod. I thought that was a Feature. XD
Watchtowers now behave significantly differently from Guardhouses, so that should be fun to play with.
Thank you for your support!
I have identified the origin of the issue and will fix it with the next update I put out which will be a re-imagining of the watchtower system which will then function a bit different from an ordinary guardpost. The issue happens because the function that updates building permissions only changes the permissions when crossing racial building threshholds (no more human or goblin buildings, first goblin building built, or first human building built). I'll fix this by making sure that the palace upgrade enables the Temple to Grum-Gog.
Considering putting out more frequent, small, targeted updates going forward. Might be easier to work on that way. I'll only post here for updates when I hit certain milestones in the mod's development.
Let me know if you find any issues
Here's to New Beginnings, working to finish this project, and moving on to new ones! Happy New Year!
And that idea about the needing so many Sewers before rats are willing to join you. sounds like an interesting idea. one that fits nicely for the ratmen. :)
I may do another mod though to add on in that sort of way. I could expand upon the ideas already present for dwarves and elves, but do it for other races/themes. Perhaps with a certain number of sewers is when rats are willing to move in. Maybe having a certain number of ranger's guilds or some other naturey building would entice Dryads and other nature monsters to cooperate. There's some merit to the idea.
Naturally, I'd make sure that mod was compatible with this one so they could be used together if so desired.
Would it be possable to change to other Races/Factions/Themes useing this use system?
Like could we run a Rat Man Colony down the line maybe?
And I've alllways wanted to run a Game using monsters/enemies of the nature/Wild Types. Like those walking Dark Ent trees. With Driads(Those Green ladies), Werewolves and harpies. To make a Wild/nature Themed faction. :)
Etc etc.
Well, what maybe your thoughts on this?
So far, I've had success in making the buildings with simpler modifications function as unique buildings, and I should be able to apply this process to even the more complex building changes. This will open up more possibilities for the mod, as well as allow one to fight quests that normally have human forces using goblins.
I've also played around with ways of letting one choose whether to use goblins or humans mid-game. So just as one selects their temples, one can select being human or goblin based on what they build and what exists. Haven't yet found the way to implement this perfectly, but it's in the works.
Idk how much I would say I use this, but I would say it is one I definitely one that I never want to see disappear, it's like a necessary in my mods list. If all other mods got removed, this is the one I would miss the most probably. Although there are some good mods out there like the Evolving Lairs by Ivas & Better Heroes, this is by far the best. Imo.
I have played with it many times & love it. I haven't used it in a while, however, as I have been practicing various setups vs freestyle quests. I would be SUPER keen to see what updates you bring to this. Super keeen. I am actually REALLY excited to test out your updates & help you :)
So, if you ever make any changes please comment them here, as I want to work with them and can give feedback :)
Remember, no pressure! Just letting you know I'd be interested in helping this progress further :)