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No exegeration.You only get holy grounds in the later missions and they work a bit differently to the main game. I basically had to save+reload 150(!) times to complete the final mission since it would crash every 2-3 days. how many MFKS players really cared about that? Sadly the whole focus on PvP MP ruined that which made MFKS1 the classic it was.Īnd yeah, it's fun playing the bad guys in Monster Kingdom, though the further along the DLC you go the more you start a lack of effort, as texts get riddled with engrish and typo's, and Monster Kingdom *WILL* crash a lot on you.
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Sure, it works better in PvP multiplayer than MFKS1, but ask yourself. They basically reworked Majesty from a sim to a indirect-control RTS. Other things are no freeform, no continue playing after completing a quest. Nope, they are cheap and easily accept flags. It's even so that building 3 guilds (the max) of rogues is generally the best method to complete a quest, as you don't have to worry about them being cowards like in MFKS1, their ranged attack being useless against skeletons in MFKS1. They are all the same except for their offensive powers. The rogue, the warrior, the paladin, the wizard. Rather than the unique charasteristics and pro's and con's of the original heroes in MFKS2 are just husks. The biggest change has already been mentioned heroes lack personality. While it's not a *bad* game, it's definitely a very different game than Majest 1 was. Majesty 2 heroes have a TON more abilities and they all feel true to character, all the heroes also stay relevant till the endgame (so no more rogues dying to wild plants even at level 15+) especially with the party systemĬonclusion: it doesnt really feel like majesty, even with the forced advisor sean connery voice and calling the land ardania, but its still a pretty fun game thats worth playing generally every hero will respond to bounties, so instead of the usual 1-1 battles of majesty 1 between heroes and wandering monsters, in majesty 2 you will mostly see huge brawls between spawning monsters (which are now programmed to head directly into your kingdom) and 5-10 heroes depending on game length. this really limits the amount of different units you can have if there is only one holy ground to build a temple onĮverything feels more condensed. Temples can now only be built in preset areas, and they "upgrade" your core heroes (ranger, rogue, knight or cleric). they will never attempt to just raid a lair or explore far away this is especially true for high level heroes. The most obvious is that your heroes will aimlessly wander around town if you dont give them bounties. Majesty 2 differs very much in playstyle to majesty 1. This includes the Monster Kingdom expansion.
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With caveats and limitations, because many files are encrypted. *The Monster Kingdom expansion let you use monsters as your servants. Too bad it caps out at only three summoned heroes per mission. That hero can be summoned in other missions. *When completing a mission, you can choose a hero to become a champion.
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(It would have been even better if they did this themselves and socialized) That said, there were nice things about Majesty 2: When it comes to what made Majesty unique, it was the interaction of the NPCs. The AI in the second game was watered down so that the player would have more control over the actions of the heroes - which missed the point. This pretty much meant that the original game had a lot more personality in the actions of the AI - rogues actively sought out chests, priests wanted to heal people, and so forth. Majesty 2 is more of an RTS-type of game, while the 1st Majesty focused on simulating a D&D esque world.
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