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2. How can somebody who has 40 health potions in their inventory and is level 7 die to a single wolf? It seems like the heroes spend their money on useless stuff and then they don't even use their items. They also apparently don't like to use their abilities.
The overall atmosphere is great, it's fantastic to be able to play an old school game with better graphics.
I understand this is a very early version of the game so I figure most things will improve over time, because it's quite evident the developers are putting a lot of heart into it, but I'd like to mention that some elements of the interface have odd sizes and are a bit counter-intuitive (like the mini map is super big compared to everything else, the lower bar is very big but icons inside it are small, the hero bar is small compared to the lower bar). It's a great idea to be able to hide/show parts of the interface (like the hero bar). So maybe you could make it bigger with a button to switch from full interface mode and no interface at all. Also, I'd make it more clear when it comes to commands like the flag. At first, I had no idea how to use flags until I looked it up in the forums. "Floating" tooltips when you hover over some things could be useful as well.
Maybe explaining the commands/mechanics at the beginning would help also (very basic stuff like click here or there to build, place flags, etc).
For now, that's what I have. I hope you do great!
This issue was fixed with the first Patch to the game. Thank you for your feedback on heroes, Hypnoticborrat!
UI will for sure see many improvements, so thanks for the heads-up and good suggestions, Ɣɪ¢♰ɪɱƧ!
1) Regarding healers, add the ability to drink automatically for them - because then all sorts of weak thieves will not survive a normal attack of very strong mobs.
2) It seems there are not enough workers, many of my buildings are simply not being repaired - either they have become lazy, or something happened to them (but they built me a post, it seems they are just lazy ... and I added a favorite for repair!)
3) I have a bug - I see monsters even without heroes, this helps a lot, but probably it should not be like this)
4) Mark the technology in a different color if it has already been added to the queue (+ I have a bug, sometimes I could not put it, I do not know why, apparently at first there was no money, then it appeared, but I can not put it) (after a while it is possible, but suspiciously tied to adding heroes ... I do not know, I did not really look for why and how it happens).
5) Double right mouse button for adding a flag is a bad idea. Better to have a single left one.
6) Why put the spell menu in a separate menu? Let's do it normally above the information menu at the bottom, the idea of going into some menu for the sake of spells doesn't sound very good. It's better to just have a row of spells that are always available. And why the radius?
7) It seems like reconnaissance is going very poorly - either the heroes do too little, or their view is too small - for your taste.
Well, I don't seem to remember any more, maybe I'll remember)
And to support you, let's talk about something cool.
Thanks for the good AI of the heroes, they survive more, and even beat monsters on the way to the goal - THANKS.
Cool idea about the table of heroes - helps to look out for the most dying - really cool.
Adding priority for repairs-construction (and something else, but I didn't understand and didn't watch) - a cool idea.
And in general everything is ok, don't be angry with me, I liked your game)))
what could be the problem?
how to fix it?
Мне очень понравилось, что жанр еще жив. Есть следующие пожелания:
1. Нужны правки баланса. В какой-то момент, нежить начала спавниться очень в большом количестве, в то время как героев, стражи и башен хватало только для обороны. Сделать вылазку было очень проблематично, чтобы закрыть их точки спавна.
2. Мне показалось, что все юниты двигаются как будто в густой жидкости. На обычной скорости движения скованы. Полет стрел тоже выглядит медленным.
3. Возможно стоит немного отойти от классов Majesty, и внести немного разнообразия. Например добавить ристалище, где герои могут за деньги повысить свои навыки (уровень). Разнообразить ассортимент кузницы и магазинов. Например, ввести классы брони, оружия. Добавить возможность получить героями предметов, недоступных в магазинах в виде лута с враждебных мобов и с их баз-спавна.
4. По мне, нужно улучшить ИИ героев. Иногда они слонялись совсем по непонятным вещам. Может это обыграть какими-нибудь тавернами и борделями, где они могут отдохнуть душой. А в постоялом дворе бы они просто отсыпались и восстанавливали ХП.
5. Можно добавить какие-нибудь случайно генерируемые ивенты, например, поручить героям или отряду сопровождать караван от замка до края карты или до другого места. Найти клад или другую памятную вещь.
6. Также на карте можно реализовать нейтральные поселения, которые бы как бы обращались к лорду замка за защитой или с другими просьбами. А игрок, в качестве местного лорда, могу поручить решить проблемы подданных героям.
The Playtest is now over... but the Demo version is coming soon, so stay tuned!
Here are my thoughts and impressions:
1) I like how the game captures the spirit of Majesty well, I think the developers managed to implement the ideas of the genre well.
2) I didn't immediately understand how to give orders. If I wasn't familiar with the genre, I wouldn't have guessed to press all the buttons in a row until I found that Q opens the flag window. Yes, it can also be opened through the main building, but that's not obvious either.
3) I don't really like that you can build multiple guilds of the same type. We already have 5x4 heroes available to us, and the release version will probably have even more. When heroes become too many, they stop being heroes and become soldiers.
4) The coordinated attack flag is very useful and is a nice addition. It might be worth adding something similar for exploration, but I'm not sure here.
5) I like that the heroes have more stats and features. While I didn't feel much impact from character traits, I think it's a pretty promising addition.
6) I really didn't like the fact that mobs spawn off-map, but I hope that's just a feature of the demo. To me, if you're going to spawn monsters off-map, make it clear where they're coming from.
7) There is a graveyard in the game, but you can't revive heroes in it. This seems rather doubtful, especially if the game will have a campaign with the transfer of heroes between missions (which seems very logical to me).
8) The tavern interface and its functionality is not the most intuitive. I think you need to work on the way hero groups are displayed.
9) The workers are not very eager to fix the buildings, which sometimes feels annoying
Overall, I liked the demo, and, as I said, the game captures the spirit of Majesty very well and many of the ideas are realized as good or even better. Good job, developers.
In the "demo" there are a number of text used, but your voice-over actor says different words when speaking of them. Such as, the text states you need to build a "blacksmith", but the voice-over says forge. These are two totally different things in life and even if they are the same in your game, the correct and less confusing way to present them to a player would be using the same word or phrase.
There are others, proof read your in game text alongside your voice-over script and you will find them.
Cheers,
- Double click for attack flag placement
- Research shouldn't have to be done in every single hero structure to level it up. The Research should be done 1x and apply to all heroes of that type.
- Clear distinction between active player abilities vs abilities heroes can learn and use (when determining what to research, it isn't obvious at a glance what is player controlled and what is not. Many abilities that were listed as "active" didn't show up).
- Lines of intent should flow in the direction the hero is intending to go (i.e. the lines should flow towards the hero's home when they are heading home)
- Tax collectors should be able to have minimum return amounts set
- Notifications for structure upgraded and hero recruited should include more information such as what upgrade was completed or at the very least which hero was just recruited
- Buildings (both friendly and enemy) that are damaged should always show their health bar.
- Voice lines and Voice Over balance way off making it very difficult to hear your heroes and even the narrator sometimes.
Glitches
- 4k UI Scaling for notes and text description
- Zoom in and out is too sluggish and needs to be sped up
- FPS Limit doesn't currently work.
- You can see and click on enemies and buildings through the fog of war (even some buildings your heroes haven't explored near yet like the Devil's habitat)
- You can upgrade a building that is currently doing research and the research won't finish until the building has upgraded
- Health bars and names disappear sometimes or aren't rendered correctly often times making it difficult to judge how your hero is performing or how much damage the enemy is taking.
2) And please work on the intelligence of the heroes - I have repeatedly observed situations where heroes ignore nearby enemies and simply go to the market or explore new territories.
3) The main musical theme of the game is very monotonous and intrusive.
Otherwise, I almost adore this game! I sincerely wish you good luck and please listen to the comments! Thanks!