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The first Majesty had its issues, in part that in a game where you rely on your heroes' AI, you have precious few levers to pull to affect that AI and it's not too scintillatingly bright on its own, but it was playable, a fun idea and had what I remember as pretty good writing. The second was... ehhhhhhhhhhhhhhhhhhhhh. I got it for free and still wished I could have gotten my money back.
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# ? Oct 9, 2019 16:57 |
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# ? May 19, 2024 14:46 |
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the first game had the charm of being partially procedurally generated, so each campaign you play is a little bit different. your strategy might be the same, but your implementation is always going to change a little bit and especially in the case of invasion mechanics from off-map (which happen often) there's still a good chance of you getting caught out if the invasion spawns from a bad side of the screen and your heroes are out of position. the second game had none of this and the requirement to explore the map is largely obviated by having played the map once or twice. there's no question as to what precisely is coming next and it therefore suffers the same sort of burnout potential as any starcraft campaign. combine that with the fact that the missions themselves are frequently much more long than difficult, and the boss monsters are not so much dangerous as overtuned* and you end up with a couple of missions where you wonder why you're bothering. i don't dislike the second game by any means, but i feel there's a reason why majesty 1 has an enshrined place in peoples' minds while majesty 2's biggest exploit was resuscitating the ardania brand for a fistful of other fun games. * - what i mean by this is that bosses have a lot of the same sorts of tricks that they otherwise would in this game, but they are given between 10 to 50 times more HP. so their worst tricks have a lot more time to work and wear your heroes down, which can lead to a lot of 'falling down at the finish line' scenarios where you had a winning strategy but simply did not have a deep enough roster to finish the job.
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# ? Oct 9, 2019 17:14 |
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In our first advanced mission, it's time to deal with some Elven treachery.
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# ? Oct 10, 2019 06:32 |
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Btw, how is the volume on this one? I plain forgot to check this morning.
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# ? Oct 10, 2019 10:32 |
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The volume's better, but you still sound slightly muffled. I think part of it may be that, and please don't take this as an insult, you mumble slightly. Also with regards to the content, glad I'm not the only one who loved gnomes. About as fragile as wizards, completely useless in combat, but just having a single fully staffed gnome hovel meant everything would get completed or repaired fifty times as fast, essentially making your peasants thoroughly irrelevant. Apparently, reading up on them, there's a hidden mechanic where at level 8(if one of them survives that long, lol), they suddenly rocket up to paladin-level combat stats. The alternative is elves, who are basically just rangers that smoke weed instead of doing their job and steal your wallet, and dwarves are like gnomes that actually rush into fights and thus die rather than contributing to civil engineering at all times, but provide ballista towers that trivialize missions without big boss monsters coming for your throat.
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# ? Oct 10, 2019 11:12 |
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Gnome champions only appear when you have expansion content enabled- they don't gain champion bonuses in the base campaign missions. Plus if I remember correctly it's mostly a defensive buff.
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# ? Oct 10, 2019 11:18 |
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Yeah, I've never found elves to be useful, and dwarves are only good insofar as they provide ballista towers. Gnomes all the way for me!
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# ? Oct 10, 2019 11:18 |
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PurpleXVI posted:I think part of it may be that, and please don't take this as an insult, you mumble slightly. Yeah, my face is made for radio and my voice for silent films. I'm trying to get better, but its easy to lapse. I'll boost the volume on the next vids.
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# ? Oct 10, 2019 11:41 |
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you don't get elves for the elves (they're simply a nice fringe benefit), you get elves for the economic bonus. i'm on my way out the door right now and i'll nerd out about it later, but the reason everyone wants elves is because they get you more money, faster.
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# ? Oct 10, 2019 15:16 |
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They generate money themselves by playing at inns, and double the generation of Marketplaces(And possibly Inns, I forget). The drawback is the gambling halls and Elven Lounges, which can drain money out of heroes with no no benefit. The chance of a hero to do so is based off a Will check. The benefit generally outweighs the drawback. More money means more heroes by default, which means more spenders. Also more infrastructure.
Bloodly fucked around with this message at 16:17 on Oct 10, 2019 |
# ? Oct 10, 2019 15:41 |
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Coolguye posted:
A good chunk of the issue with 2's bosses is that they all have massive knockback AoEs, any heroes sent flying have their threat reset, and that squishy ranged heroes make absolutely no attempts to reposition themselves as to not get flattened by said AoEs after that happens and the boss moves so they're in range(or just starts mowing through them directly); Beastmaster Bears are honestly the late game's MVP simply because they're immune to knockbacks, so they can actually keep the boss on them for more than five seconds. That rogues have no promotions and a lifespan directly measurable in their potion supply doesn't help matters either. And for what it's worth, I do recall 2 having an option to randomize placements in campaign maps, but that has the potential to make some missions unplayable; That One Mission would be a while lot harder if the base throwing Paladins and Clerics at you didn't conveniently leave one of the Paladin spawners just outside of their tower network, for example.
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# ? Oct 10, 2019 15:46 |
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Bloodly posted:They generate money themselves by playing at inns, and double the generation of Marketplaces(And possibly Inns, I forget). The drawback is the gambling halls and Elven Lounges, which can drain money out of heroes with no no benefit. The chance of a hero to do so is based off a Will check. The benefit generally outweighs the drawback. More money means more heroes by default, which means more spenders. Also more infrastructure. there's no conceivable situation in which the benefit does not outweigh the drawback in terms of raw money, as the money made by buildings never actually goes into heroes' pockets and, therefore, is not eligible to go to a lounge or a gambling hall. there's also the fact that you can take the casino and the strip club off the repair route and let nature run its course the next time a troll or ratman starts wailing on it. or just drop an attack flag on it and let the next pissed off rogue burn the places to the ground for a quick buck. they won't get rebuilt. Unoriginal One posted:And for what it's worth, I do recall 2 having an option to randomize placements in campaign maps, but that has the potential to make some missions unplayable; That One Mission would be a while lot harder if the base throwing Paladins and Clerics at you didn't conveniently leave one of the Paladin spawners just outside of their tower network, for example.
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# ? Oct 10, 2019 18:17 |
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Gnomes are about the early game and they gain experience through building and repair; prior to championhood they are like wet tissue paper and will not fight unless their hovel are threatened. Once they ascend, they're a fleet-footed building defense that can handle average threats like the sewer invaders or the occasional troll but still aren't particularly good at higher threats. Good to rapidly develop but they fall off in short order. Elves are positioned as mid-game material as touched on by others here, economy is a major factor in a successful kingdom and the fact that they are a ranged attacker means they'll survive longer in combat. But because magic runs off cash, their benefits overshadow the other non-humans into the endgame; the ability to spam buffs+healing/skeletons/KROHM or resurrect expensive units is huge in the face of dangerous threats. This is especially true when we come down to Dwarves, the most expensive option. Their lair sports an automatic ballista and provides another layer of towers to spread across your kingdom that can do the same. The unit itself is a heavy-weight that can also aid in building things, sort of a jack-of-all-trades, but are rather slow due to their waddling gait. However, static defenses don't get stronger in comparison to heroes and the smaller wizard towers are already pretty effective against most monsters when supercharged. By the time they're up and running you have cheaper, more specialized units in bigger volumes that are more flexible in dealing with threats than what gets rolled into a dwarf.
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# ? Oct 10, 2019 21:06 |
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Dwarves are not jack of all trades. They have stupendous magic defense and are the hard counter to not just a lot of end game threats but many outright bosses and special fortresses. When you go for dwarves, most of the time you are going for the actual dwarves. The ballista towers are a cool benefit but they’re not going to fundamentally change most missions There will definitely be a “pre-dwarf” and “post-dwarf” turning point in many missions that throw magic damage at you, though.
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# ? Oct 10, 2019 22:12 |
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The only real benefit to ballista towers is that their cost never increases, so you can accomplish some cheese by spamming them. Other than that they also carry the bonus of can't be life leached for keeping vampires away.
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# ? Oct 10, 2019 22:36 |
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Coolguye posted:Dwarves are not jack of all trades. They have stupendous magic defense and are the hard counter to not just a lot of end game threats but many outright bosses and special fortresses. My mistake, the spell resistance that they had definitely faded from my memories. Now I remember why I hated vampires so much, especially their reflect spell.
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# ? Oct 11, 2019 03:01 |
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Sage Grimm posted:My mistake, the spell resistance that they had definitely faded from my memories. Now I remember why I hated vampires so much, especially their reflect spell. it did for me when i did my LP of the game as well and i abruptly got reminded of how valuable their magic defense was about halfway through the LP
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# ? Oct 11, 2019 04:30 |
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Well, the time limit hit faster than I expected. so next time I have to decide on whether I go for the bounty or for the kill. I've already realized that my plan of multiple rogues guilds won't work, the devs spotted this exploit and they all count as one for that.
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# ? Oct 11, 2019 05:38 |
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You get dwarves for ballista towers, and ballista towers are basically a cheaper-better guard tower that you can spam everywhere.
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# ? Oct 11, 2019 07:40 |
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It's less they all count as one and more extort works differently than you think. It collects all taxes instantly, but the rogues guild gets a cut(decreased w/ level 2 guild). Useful if you're running behind on castle upgrades and need the money now, but it's not free money.
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# ? Oct 11, 2019 10:55 |
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FoolyCharged posted:It's less they all count as one and more extort works differently than you think. It collects all taxes instantly, but the rogues guild gets a cut(decreased w/ level 2 guild). Useful if you're running behind on castle upgrades and need the money now, but it's not free money. Ahhhh. That makes more sense. Still, it's useful when bloody elves are constantly murdering your tax collectors while asking for 50,000 gold peices.
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# ? Oct 11, 2019 11:02 |
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This is where towers do work. Elves are cowardly. Basic guard towers with arrows will drive them off.
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# ? Oct 11, 2019 13:00 |
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Part of the issue might be how conservative your bounties were. With 300, you'll only get two or three heroes going for it at a time; however, if you go for, say, 1000, not only are you probably gonna attract a lot more heroes (more likely to be enough to deal with any elves that show up to try to fend them off), but it's possible that some of the elves will actually HELP you (and you can then dogpile them when they no longer have a way to respawn, frequently with your melee guys already adjacent since the elves will literally leave their houses for the sole purpose of shooting them). Just something to consider in case you decide to go extermination. Remember, just as in real life, larger rewards encourage more effort. Another suggestion for extermination: Rush a Krypta temple. Priestesses are incredibly useful on this mission, since the skeletons they summon are almost impossible to hit with bows and thus make ideal tanks. And if you decide to go for fundraising instead (or need more income to fund the bigger bounties suggested above): I'm pretty sure that Market Day scales with the Marketplace's level, which incentivizes upgrading them even if you only built them for Market Day. Majesty is a game of investment vs. reward, after all. Anyway, I'd like to state that it's incredibly counterproductive for the elves to attack you if they want a ransom... Also: I can still barely hear you. Sorry, Grey; it might just be that you aren't suited to commentary.
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# ? Oct 11, 2019 14:17 |
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CptWedgie posted:Part of the issue might be how conservative your bounties were. With 300, you'll only get two or three heroes going for it at a time; however, if you go for, say, 1000, not only are you probably gonna attract a lot more heroes (more likely to be enough to deal with any elves that show up to try to fend them off), but it's possible that some of the elves will actually HELP you (and you can then dogpile them when they no longer have a way to respawn, frequently with your melee guys already adjacent since the elves will literally leave their houses for the sole purpose of shooting them). Just something to consider in case you decide to go extermination. Remember, just as in real life, larger rewards encourage more effort. I find greys nearly inaudible mumbling very soothing to listen to before bedtime tbh ¯\_(ツ)_/¯
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# ? Oct 11, 2019 15:19 |
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Elven Treachery is the quintessential KROLM level. While the power ceilings on naked, hairy, screaming man mountains is pretty low, the power ceiling on a pack of knife-ears and their sneaky dickbag allies is a lot lower. So just get a few fighters up, upgrade your castle, build KROLM, and hit KROLM just as a barbarian or a fighter spots a retreating elf. The speed boost will make sure the unit can follow the elf all the way back to their bungalow and at that point it's GG for that entire village. I think my best time on this level is something like 11 days.
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# ? Oct 11, 2019 20:18 |
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Right! I've got the fancier voicemeeter banana, screwed with my mike for a good time, then forgot to plug the computer audio back in! Does my voice sound any better?
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# ? Oct 12, 2019 07:11 |
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Coolguye posted:Elven Treachery is the quintessential KROLM level. While the power ceilings on naked, hairy, screaming man mountains is pretty low, the power ceiling on a pack of knife-ears and their sneaky dickbag allies is a lot lower. So just get a few fighters up, upgrade your castle, build KROLM, and hit KROLM just as a barbarian or a fighter spots a retreating elf. The speed boost will make sure the unit can follow the elf all the way back to their bungalow and at that point it's GG for that entire village. I think my best time on this level is something like 11 days. To be honest, every level is the quintessential krolm level. The only question is do you have enough temples. If you die trying to krolm, dissect your failure: did you just not get them out in time, did you just not have enough, or did you run out of money to KROLM before winning? Been a bit since I played, but I'm pretty sure I've done most of the elite quests using him. The key is definitely having a strong economy, and not futzing around too much with stuff you don't need. A blacksmith (probably skip the armor upgrades till you've got the spare cash later on), a couple marketplaces, an inn or two or three. I believe you need 5 of [inn/blacksmith/library/maybe something else] to get an extra tax collector, which is something you'll want. You can often squeeze a trading post just outside your settlement and make a decent income off of that, even if you can't build a huge range one. Rogue guild is decent because they're so cheap and you need some heroes to upgrade your castle, rangers for the exploring and because they're cheap. Remember you only need 4 to upgrade, so cutting rogues completely is valid - barbarians don't get much use out of poison, and rangers like to team up with them. Elves are my non-human race of choice, because they address the two main issues you run into after winnowing down losses because you blew all your cash on upgrades and crap. Immediately stop repairs on the funny business buildings, but barbarians seem to prefer killing to gambling anyways.
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# ? Oct 12, 2019 14:49 |
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even under KROLM there's a lot of crap in the top end of the game that will be a hard stop for barbarians; anything that can take a punch and is magically powerful in any real estimation is going to be a big issue. but yeah, for sure, if you want to challenge run KROLM, the real question is how much money you need to keep people constantly KROLMing (it's about 2.5k gold/day, ask me how i know )
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# ? Oct 12, 2019 17:13 |
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A restart as it wasn't playing out, but I beat the mission today! The money option is a trap, and I should never have even tried!
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# ? Oct 13, 2019 07:23 |
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To be fair, I feel like that map's probably had its difficulty mislabelled; I don't think any of the other Advanced maps even come close, and I vaguely remember having an easier time with some of the Expert maps, even. Anyway, your voice is a lot more audible now, but unfortunately there's a crackling whenever you talk now. No idea how to fix that one, unfortunately. Incidentally, I'm being continually frustrated by your refusal to upgrade your Marketplaces, due to the scaling mechanic. I probably shouldn't nag about it, though; I feel like it'd get a bit disruptive if it keeps getting brought up. Suffice to say, though: It's definitely worth it.
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# ? Oct 13, 2019 10:46 |
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Yeah, I'll start upgrading them. I'll look into the crackle.
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# ? Oct 13, 2019 16:23 |
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Grey Hunter posted:
The secret to the money option is to abuse trade posts. Also you sort of need to be able to figure out when you have the income to win and stop spending, which is pretty hard sometimes. The dwarf option is often fairly decent, since you can pepper some towers in strategic locations to force them to run off, though it is expensive so you can easily spend too much doing so. I do agree it is a lot easier to just krolm it and crush their poiinty skulls.
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# ? Oct 13, 2019 19:54 |
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Deal with a Demon - looks like I need to remember how to use trade posts then!
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# ? Oct 14, 2019 06:19 |
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Coolguye posted:ask me how i know I ask
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# ? Oct 14, 2019 20:21 |
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If you dont make it this run, I would suggest trying dropping a ranger guild and building a force of rangers, priestesses and wizards. This lp got me to blitz through the southern campaign again over the weekend and then I knocked out legendary heroes the cheesy way and feel 0 guilt.
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# ? Oct 14, 2019 20:36 |
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Yeah, I'm going to need to restart - I can get close, but not quite there. I was within striking distance, then a ratman stole 6k from the market. he died five seconds later, but that cash went to the heroes and it was day 39. I'm going to stop putting vids out until I've finished the mission now! you don't need to see me failing, but it's coming back!
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# ? Oct 15, 2019 08:24 |
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With a plan and a good seed, I'm going in again.
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# ? Oct 16, 2019 06:55 |
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Jesenjin posted:I ask trying to speedrun Dark Forest with KROLM hint: it wasn't a speedrun and the witch king is a giant rear end in a top hat even with KROLM up.
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# ? Oct 16, 2019 08:38 |
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That map is the worst. Whoever thought of that boss should be taken out back and shot. Especially since how hard the boss rush map is is determined pretty heavily by if you can chase him down and off him before the next one shows.
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# ? Oct 16, 2019 16:35 |
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# ? May 19, 2024 14:46 |
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Let the money floooooowwwww!
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# ? Oct 17, 2019 05:06 |