Majesty 2 Monster Kingdom Cheats
My opinion of Majesty 2, compared to the all-time great, memorable, and enjoyable Majesty: The Fantasy Kingdom Sim, can be summarized as, “Oh, dear GOD!What have you done?! WHYYYYY?!!!!”
Ahem, so, on the good side, at some point the developers were probably forced to allow those with better understanding of game mechanics than them to mod the game – if not the miserable AI, that gives different heroes as much personality as a rock in the side of a wall, then at least in the numbers that create a frustrating, and usually painful gaming experience.
Majesty 2: Monster Kingdom Walkthrough, FAQ, Guide for PC. Best archive of Majesty 2: Monster Kingdom walkthrough, FAQ, Guide, Strategy Guide. Majesty 2 Collection. Thread starter doudomida; Start date May 25, 2015; doudomida. Invulnerable Heroes. Note: On start up of game there is 3 options from which expansion to choose, Monster Kingdom is the latest. Please and Thankyou. Important Announcement to All Users on. Dec 19, 2016 #8 +1. Reactions: crashbgamer. Chlorax Donor.
Majesty 2 Monster Kingdom Cheats
If you, the nice and friendly reader of this post, would like to try a different Majesty 2 experience, then all you have to do is download my mod, and copy the directory inside it under the Majesty 2 folder (thanks to everyone who pointed out the previous storage website was attempting to force install stuff).
I.E c:program filesMajesty 2resource.mod
Fif-12 usb adapter cable 2012 honda cr v. The next time you start the game, all the new values will be applied.
Note: the game should first be updated to version 1.5.xxx
So, what did I change? Glad you asked!
- Building speed was increased a little. Magic build/repair has been buffed a tiny bit.
- Rogue, Ranger, Warrior guilds each house 4 heroes, so no need to spam them.
- Towers are sturdier, and faster to build. They no longer collapse when a light breeze passes by.
- Guilds, and other unique, important, expensive buildings – I.E the Marketplace and Smithy – do not shatter into pieces when a butterfly sits on them. The Warrior’s Guild, being a fortress in itself, can now soak damage properly.
- Castle upgrades are cheaper, and require less time. Jumping to a higher ‘tier’ is now a valid alternative to making other investments, which opens up new strategies.
- Upgrading the smithy and marketplace is cheaper.
- All smithy upgrades are considerably cheaper, allowing you to invest in better armament for your heroes much sooner in the game. Later tier weapons and armor, accordingly, have been nerfed.
- First upgrades of guilds cost more, so they won’t be a ‘free upgrade’.
- Dwarves, Elves, Temple heroes have been made cheaper, and were nerfed. Even the ‘super heroes’ are not invincible.
- Paladins, in particular, do not have a ridiculous amount of hit points and resistance. Like warriors, they are vulnerable to magic attacks.
- All hero attributes have been tweaked. There is a certain logic to them now: For example, warriors are more resistant to arrows (carry shield), dwarves, are more resistant against HTH and magic attacks, and do not have unlimited HP.
- Raising heroes from the dead is significantly cheaper. Losing a high level cleric in battle is not a catastrophic lose anymore.
- Hiring prices were changed. Cheaper heroes are generally more expensive, while the expensive ones (clerics, mages) are cheaper.
- Hero behavior and purchasing habits were tweaked a bit. Mages make better decisions for survival now, like putting more value on Healing Potions. Elves do not purchase 10 Healing Potions anymore.
- Inns provide income again, and 2nd level inns provide a slightly higher amount of income. They do not explode if someone sneezed a couple of miles away.
- Magic Bazaar is cheaper to build, and all its potions take half the amount of money to research.
- Purchase prices have been changed. High-level equipment costs more to buy, like in Majesty 1. Researching Armor is not enough, if your heroes are too poor to afford it. Other items, like the regeneration amulet, had their prices reduced (300 gold is ridiculously high, and most likely a typo). Healing Potions, being so important to heroes’ survival, cost 15, not 20 gold.
- Researched hero abilities still require a certain level. Only 3rd. level wizards can cast fireball, etc.
- Several monsters had their values tweaked, usually nerfed a bit. The Bearman is still the mightiest of foes, though.
- All campaign bosses have considerably less hit points. Battles with a boss should not take fifteen minutes, and require the repeated revival of a hundred heroes, only to end up with your whole town in ruins. While the design of scenarios is weak in itself, at least now it follows a clearer format of “recruit heroes -> level up heroes -> attack boss with high-level heroes -> win.”
- More things will be added as I recall them.
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