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How to use:
You choose a mod with how many GM you want. At the start of the quest in the build menu there will be various GM. You build the exact amount and after that they disappear. That means that events have been succesfully activated. Now, most of them will happen periodically. Most GM begin to work after day ~8.
- Respawning lairs. (Makes all present lairs respawnable. One time deal)
- Friendly heroes.
- Random disasters.
- Cannon Fodder.
- The Hunters.
- Dead Heroes.
- Dark Magics. (spawns bosses. One time deal)
- Goblin Attacks.
- Super Lairs.
- Treasure Chests.
- Ritual of pain
- Wake the Hunters.
- Evil Everywhere.
- Veteran Heroes.
- Spawning lairs. (Spawns 2 random lairs every 3 days)
- 5 cheat waves GM like night of the living dead, etc.
- Added GM that distributes a part of your gold among all heroes. It takes 20% of your current gold. Then third of that taken gold is distributed among heroes. The rest is commissioned :o
If player has more than 500k gold then 50% of that is taken.
- Monster upgrader. Levels up ~15 times several monsters every ~3 days. Can target same monster. Only works with Majesty Expanded mod
- Double revenue. Only works with Majesty Expanded mod
- Events from Neverending story quest. Start after day 30. ~70% chance bad event. ~15% -neutral. ~15% - good. Only works with Majesty Expanded mod
- Double Heroes HP. Hero's vitality is doubled. Which means when level up it will receive roughly x2 hp. Only works with Majesty Expanded mod
- Double Monster HP. Initial monster HP is doubled. Only works with Majesty Expanded mod
All GMs below only works with Majesty Expanded mod:
- Gives 10k gold to player.
- Spawn outpost with 2 random leveled heroes.
- Spawn several allied monsters that guard and patrol territory near palace.
- Spawn 50 lvl random hero. (like in Day of Reckoning quest)
- Spawn several leveled heroes.
- Instant 5 random monster lair spawn. This is if you want many monster lairs in your quest. Or if you want to spawn 20 lairs and then use GM respawning lairs. Lais spawn instantly once, around the opposite map corner.
- Enable buildings from MHMB mod. That includes guilds and some tech buildings.
- Disable portals. Removes portals from building menu. Just a nice to have if anyone need.
- Enable multiple Nobleman Estates. Just does what it says. Mod More Decorative Buildings also removes estate limit.
Theoretically there is no limit to what can be done with this. Many of the events even stack. I'm open to suggestions for adding more events.
Stacking the same event will trigger it earlier. Like instantly.
Basically I cached some units in global agents and changed scripts to search units through those lists instead of searching them on map.
That goes to all buildings a hero can use. The downside is that quest should start with palace or outpost only. Hero will use buildings that player builds. Or destroy pre-built buildings and build new.
That warning above about pre-built buildings is now deprecated. An error message can still pop up when quest loads but this message can be ignored. Heroes will use buildings that were pre-built. (fix came in 1.20 ver)
Now hero evaluates other heroes and monsters depending on level. The previous system was ridiculously overcomplified.
- Now monsters grow stronger surviving in the dangerous world.
- It takes ~1.5 day for monster to gain first level. Max monster level is 30. It takes longer time to level up with each level. When monster fights it levels up faster.
- All combat stats are boosted with level up.
- Player controlled monsters can level up to 10 level.
- At level 20 monsters gain hp regeneration.
- At levels 5,15,25 monsters gain armor bonus. 1,1,1 respectively.
There are 5 classes of monsters. Each class has its own stat bonuses and penalties, starting from level 5:
- Bloated (More hp, less parry/dodge, less speed)
- Fierce (Heavy hitter, less dodge, less magic resistance, less combat speed)
- Bewitched (more INT/MR, 2 spells at lvl5, less all other stats)
- Wicked (Less MR, super fast)
- Deceitful(more INT/MR, 1 spell at lvl5, less all other stats, summon copies of itself)
Monster level up table[ibb.co] // a bit outdated. Now it takes a bit longer for monsters to level up.
Stacks with evolving lairs mod.
Allows to build most campaign buildings. Removes buildings restrictons existing in ME mod.
Has some terrain objects as buildings. Heroes visiting new buildings gain minor bonuses.
These bonuses can go beyond general limits.
To enable more guilds from MHMB mod you must build at least one decorative building.
The chance to visit any building is random. Heroes will not visit specifically for upgrade.
Russian Roulette - 50% to lose all gold or get lotsa gold
Elven Hideout - move speed
archaic tomb - willpower +1
Brashnards Sphere - random stat boost +1
Sword Site - 66% to -1, 33% to +2 weapon
Chalice Site - intelligence +1
Ring Site - 66% to -1, 33% to +2 armor
Liche Queen Lair - 50% to get skeleton companion
Tower Prison - artifice boost
Witch King Tower - 50% to get spider companion
Crown Site - level up
Fortress of Ixmil - magic res +1
Snake Pit - vitality +1
Spire Of Death - combat speed
Evil Palace - loyalty +1
Dragon Tomb - loyalty, strength +1
There is no visual indication of monster drops or hero reputation or else. Sadly it's not possible.
Heroes can sell monster drops here to earn money. The more they sell the more REP points and bonus gold they will get.
Killing monsters grants heroes reputation. 1 monster level = 1 rep point.
For now there are 5 levels of possible rewards.
1. level 35 REP - Temple stones. Imbued with power they allow to cast a lesser version of player version buff/debuff:
1) Agrela Stone - Bless
2) Dauros Stone - Vigilance
3) Krypta Stone - Wither
4) Fervus Stone - Illusion
The strength of spells is halved. Hero buys random stone. CD is 70 seconds. costs 300 gold.
2. level 85 REP - Max HP Boost. Costs 300 gold. Adds 1 hp to Max HP. Hero can boost HP on each visit
3. level 120 REP - Melee heroes gain fixed 5% crit chance bonus. Ranged heroes learn Multishot. 3 consecutive shots at random enemies. costs 500 gold.
4. level 220 REP - Decay Spell. This spell permanently decreases combat defensive stat by 6. CD is 80 seconds. Costs 2000 gold. Can stack
1) Decay Parry
2) Decay Dodge
3) Decay MR
Heroes will buy spell corresponding to their main attack type.
5. level 330 REP - Weapon Enhance. Provides Hero with pure damage attack. Which doesn't depend on opponent dodge,armor or else. The damage is 2-4. Costs 3000 gold.
After purchasing level 5 REP hero gain twice health from health potions.
The blackmarket spawns hostile caravans that go either outside of the map or inside into the blackmarket.
Upon destroyng caravan there's chance hero get gold, monster loot, weapon/armor upgrade. At the same time hero's reputation goes down a little.
Any suggestions on what to add are welcome.
The building where an old retired person lives. After the events of East Cheswick Siege many retired noblemen desided to join Majesty service once more.
There can be only single estate per quest. Unless multiple estates allowed by mod or GM.
There are 6 versions of Estate. On each level there are different minor bonuses. On level 3 Nobleman joins to lead your heroes. Nobleman doesn't respawn if die, so keep him alive. There are major drawbacks if nobleman dies.
Breeder Estate
1 level: spawn watchdogs that patrol territory around palace.
2 level: spawn animals wandering around. When certain amount of animals is reached animals create a war party that seeks enemies.
Necromancer Estate
1 level: spawn lesser undead. Could be friendly or hostile.
2 level: spawn undead wandering around. When certain amount of undead is reached they create a war party that seeks enemies.
Alchemist Estate
1 level: spawn flowers around estate. Poison and healing.
2 level: Spawn alchemist apprentice that collects flowers. After certain amount is reached he buffs nearby heroes with regeneration or poisons enemies.
Craftsman Estate
1 level: spawn 2 catapults guarding estate.
2 level: Provides a temporary magic buff for heroes that can enhance gear beyond its normal limits at the cost of gear's durability. +3 to weapon/armor. At the end of the buff -4 to weapon/armor. For visiting heroes.
Naturalist Estate
1 level: spawn flowers around estate. Poison and healing.
2 level: Gives temporary major buff to MaxHP, estimation, HtH, Ranged at the small cost to Parry and Dodge. For visiting heroes.
Gladiator Estate
1 level: spawn oathmen that patrol territory around palace.
2 level: spawn MORE oathmen to patrol territory.
A rich veteran person which heroes respect very much... mostly due to being rich.
Nobleman is spawned with hefty bag of gold that he is going to use to hire heroes. At first Nobleman tries to make a standart RPG party with tank, healer and damage dealers. If he fails he hires random heroes.
After heroes are chosen he awaits for them for 35 seconds and then begins his quest. His only goal is to kill hostiles. He is a bit slow but relentless... Almost.
Party exists as long as nobleman has money. When nobleman's money is drained party is disbanded and nobleman goes home.
Being rich makes Nobleman a bit cowardly so:
If party goes down to 2 members he flees home
If tank gets too far from Nobleman he flees home
If he gets hurt a little bit he flees home
After resting at home his gold is refreshed and he is ready to make a new party.
Nobleman doesn't respawn if killed. Heroes generally don't like if their veteran(goldbag) gets killed.