Welcome to those reading this third entry of the developers’ diary. Today, we’d like to say a few words about inventions.
In the first Majesty, a player could invent only a few things in buildings. These were mainly goods that a building sold, such as potions, rings, weapons and armor, etc. Sometimes, these were player spells (in the guild of mages) or hero spells/abilities (in a library). In other cases, the player got new magic and new abilities (like Krolm’s Wrath) either after the construction of a building or after an upgrade.
We’ve systematized this part of the game. In Majesty 2, the completion of a building or an upgrade is a prerequisite for inventing heroes’ magic or abilities. Thus, after upgrading the warriors’ guild, you get an opportunity to explore several new powerstrikes, which your warriors can learn during their next visit to the guild. Immediately after discovery, all inventions (abilities / spells / goods) usable by heroes will appear in a special insert labeled “Goods” on the building’s informational panel. Magic usable by the player instead moves to a magic panel for quick use in combat.
The choice of goods in a forge has also changed. Previously, there was only some abstract 1st level armor which all heroes could buy. Instead, armor and weapons are now divided into three classes each. Armor is broken down into robes, leather armor and heavy armor, while weapons are divided into cold steel (swords and knives), ranged arms (bows and arbalests), and staves. Thus, to attire a mage you’ll have to explore robes and staves, and for a warrior you’ll need to examine heavy armor and cold steel.
It’s worth mentioning that the game now has an order of exploration / hiring. This means that in several mouse–clicks, you can order a building to hire three warriors and invent a powerstrike, after which you can go back to other things.
Alexey Kozyrev, Producer