This mod was originally built off moddb by a user named Rusev27. It contains various balances and tweaks to enhance Majesty 2. It can be used with the standalone game or any of the expansions. I've added some of my own changes because I still enjoy this game over 10 years laters!
Overview:
- Various hero balancing including vision, smarter AI, and more defining interests (i.e. rogues more likely to explore to find chest, warriors more likely to defend, etc.)
- Reduced cost of heroes to alleviate expensive resurrections
- Rats, zombies, and wolves have randomized and increased spawn rates (hence above point)
- Some enemies spawn earlier or later in the game to help with balance
- Each enemy unit has different agenda for attacking buildings (Undead go after heroes and peasants, Minotaur go after blacksmiths and inns, bears go after inns and houses for food, etc.)
- Each enemy has various improvements, including balances to different heroes (wolves are weak against arrows, rats are weak against warriors, etc)
- Blacksmiths and inns generate gold daily for armor/weapon repairs and alcohol tax, respectively
- Tower guards are more useful thus the placement of towers is more important
- Various GUI enhancements
How to use:
- Download Mod[drive.filen.io]
- Open your steam common folder and go to Majesty 2 (example: C:\Program Files (x86)\Steam\steamapps\common\Majesty 2)
- Open zip file
- Extract zip file to the above folder, overriding all files
Warning: Do not load a previously saved game after installing the mod. All enemies will spawn and it will be infuriating. Or, don't listen to me. Whatever. Your game. This mod will not impact your progress on campaigns.
OG Changes
Global Spawn:
- There are more rats coming out now
- Ratmen come out of their sewers a bit later
- Only single enemies will come out of the graveyard (the one which appears when a hero dies)
Stats Changes:
- The Boss Ogre has less health and is less resistant to melee and ranged attacks but more resistant to magic attacks
- Rat-King has less health but is more resistant to melee and less resistant to magic attacks
- Rats and Ratmen are immune to poison
- Few bosses (Vampire, Skeleton King and Rat-King) are immune to poison like they should be
- Zombies have less health but have bigger resistance to melee and ranged attacks
- Castles have MUCH more health
- Vampires have bigger resistance to magic
- All skeletons have balanced resistance
- Decreased the amount of damage that Skeleton King delivers
- Rebalanced the Amount of damage that some heroes deliver (Warrior, Ranger and Rouges especially!)
- Decreased the Strength Rouges have
- Paladins, Clerics, Agrella Priestesses and Dwarves have lower Stamina. (Endurance)
- Guards have resistances now
- Castles have bigger resistances to weapons now
- Decreased the resistances in Temples to weapons now
- Balanced the damage that the buildings get
Costs:
- Wizards cost 400 gold now (from 500)
- Clerics cost 300 gold now (from 350)
- Dwarf guild costs 800 gold now (from 700)
GUI:
- Fixed the Ice Mage Guild (supports 3 heroes now) (only works for those that have it)
- Even more shrinked Health Bars
- Fixed the Description and the Name of the Perk (Thanks goes to GrinN)
- Increased the radius of the Fear Flag
- Balanced production time for heroes (Rogues will spawn faster than Warriors for example)
- The central panel doesn't automatically hide now.
AI:
- AI of Ice Mage is reworked (only works for those that have it)
- AI of Dark Priest (Krypta) is reworked
- AI of the temple guy which is a ranger (has a temple) is reworked
- AI of Priest (Agrela) is reworked
Randomizer (Only works if Randomizer is turned on):
- Increased the gold in chests
- Much more decreased possibility to find armour or weapons in chests
- Decreased possibility to find artefacts
- Bigger possibility to find potions\elixirs
v1.1 Changes
Rats in general are more of a pain in the arse and will launch attacks on houses, but it helps your economy. Because guards have more health and dps, you can use them more strategically near sewers and pipes to help control the rat infestation. Bears were a minor problem, so I increased their strength and speed to be more menacing. Graveyard spawn also have been increased, but at later times and will help heroes gain levels a bit more quickly by placing a defense flag on it. Zombies are more of a threat and can spawn up to 9. They focus on heroes and peasants.
For the Rat King scenario, I recommend building a tower as your first step then a ranger guild or two to help.
AI
- Zombies will prioritize heroes -> peasants -> guards
- Skeletons will prioritize heroes -> guards -> peasants
- Ratman focuses attacks on towers -> market -> tax collector
- Rats focus attacks on houses -> taxer -> guard
Enemy Spawn
- Bears are slightly faster (2 -> 3)
- Bears have more health (180 -> 210)
- Greater bear is faster (2.5 -> 3.5)
- Rats spawn later (50 -> 70), but more rats spawn (1 - 3 -> 1 - 5)
- Ratman spawn later (70 -> 90)
- Skeleton from graveyard spawn graveyard will now spawn up to 3 (from 1), but spawn later (1 -> 2)
- Zombies from graveyard spawn increased up to 9 (from 1), but spawn later (8 -> 12)
- Imp Skellies spawn later (5 -> 9) and spawn up to 3
- Imp Zombies spawn later (15 -> 20) and spawn up to 5
- Achers from graveyward spawn later (5 -> 7) and spawn up to 3
- Minotaurs move faster (4 -> 5)
- Black Minotaurs move faster (4 -> 5)
- Ogres spawn time decreased (270 -> 300)
- Serpents have reduced defense from range (5 -> 0), and more defense from melee (0 -> 2)
- Dragons have reduced defense from range (50 -> 40)
Hero Balancing
- Warriors attack increased by 1
- Rangers see a lot further (25 -> 30)
- Elves see even further (25 -> 40)
- Warriors see less distance (17 -> 15)
- Dwarves see less distance (17 -> 12)
- Rogues will now explore slightly more (8, 12 -> 10, 14)
- Increased tower guard attack (6 -> 7) and (12 -> 13)
- Increased tower guard health increased (200 -> 250) and (300 -> 350) for royal guards
TL;DR: Your heroes will likely struggle more early on in the game now, but will also have a better fighting chance later in the game as they gain EXP a bit more quickly. Tower placement is a lot more strategic now since guards are actually useful, but not overpowered. Each enemy spawn attacks different things.
v1.2 Changes
Balancing:
- Bear has speed slightly reduced (3 -> 2.5)
- Greater Bear has speed slightly reduced (3.5 -> 3)
- Reduced cost of Wizard (400 -> 350). This is due to graveyard costs, which are hardcoded
AI:
- Bears will now focus on Inns -> Houses -> other buildings. Bears like food.
- Wolves will now generate up to 12 (a pack) wolves between every 2-6 minutes
- Wolves will focus on attacking Guards -> Towers -> Other buildings
- Rats will now generate every 1 - 3 minutes (from 70 seconds)
- Dragons will now target Towers -> Trade Posts -> Market/Blacksmith (from equally Tradepost, Market, and Blacksmith)
- Minotaurs will now target Smithy -> Inn -> Other buildings
Buildings:
- Blacksmith now generates gold (25 per day) for "repair" costs
- Inn now generates gold (30 per day) for "alcohol tax", but costs more (100 -> 250)
- Peasants will now enter the Inn - hey, they need beer too!
v1.3 Changes
- Ogre spawns between 300-500 seconds (from 300)
- Ogre is slower (4 -> 3)
- Ogre has magic defense lowered (50 -> 30)
- Wolfman (Werewolf) has sword defense lowered (50 -> 30)
- Wolves have increased defense against sword and magic (0 -> 5)
v1.4 Changes
- Addressed bug with black Minotaur creation that caused the game to crash
- Serpents have increased protection against range (0 -> 10), but decreased protection from magic (10 -> 0)
- Dragons have increased protection against range (50 -> 100), but decreased protection from warriors (100 -> 50).
- Dragons are weaker against magic (40 -> 30)
- Dragons have a new perk called "Dragon Armor" where they're more resistant to melee (+10) and range (+20), but weaker against magic (-10) for 30 seconds
- Rats and Greater Rats have slightly better protection against range and magic (0 -> 1). It should be hard to hit little critters from range! Ratman are unchanged (20 melee defense and 0 range/magic)
- Rats and Greater Rats can now be poisoned again. I disagree with the OG change on this. Fight me