
I can't put my finger on the reason for this. Even though hero types in both games are meant to be more or less inclined towards certain activities, it just doesn't come across in Majesty 2. I had played Majesty 2 so much and neglected the original for so long that for some reason I thought that they ignored attacks on even their own homes like they do in Majesty 2, but they don't. The heroes in the original Majesty actually defend their guilds. Of course Majesty 2 cut out the gnomes for some reason. Hell there are even benefits to having gnomes, not least is the cute "but I'm just a gnome" statement when they're killed. In the original game however, there are benefits to both. When you consider that those same heroes will set out to hamper any dwarves they encounter, there's just no reason at all to ever recruit elves unless a mission tells you to. If I build an elven settlement I get nothing but heroes with a penchant for getting themselves killed. If I build a dwarven settlement I can get to build the excellent dwarven towers. The balance between elves and dwarves is non-existent in Majesty 2.
#Majesty 2 parties upgrade
It was such a relief to return to the original game where any additional abilities come automatically when you upgrade any given guild or when heroes level up. In Majesty 2 it's just one of dozens of upgrades that doesn't really seem more significant than any other in the grand scheme of things. Getting a level 2 rogue's guild to enable your heroes to apply poison to their weapons REALLY matters in the original game.

Another consequence of this is that each upgrade feels less significant. You feel like you're playing some casual game that involves a lot of grind and that nagging voice that you should be doing something more worthwhile arises in your mind, but nope, got to get my rogues their "Solar Plexus Kick". There's just too much nonsense to spend your money on and it's not fun to be constantly waiting until your tax collector arrives to get an upgrade that may or may not be useful (you have no real way of knowing since you can't tell if your heroes will actually use the attacks or not). On paper it may seem cool to have so many upgrades within each guild type, but when implemented it results in nothing but a grind when you're playing mission after mission. On a similar note, Majesty 2 is living proof that less is more.

But by the time you've got a level 3 palace your security is already assured by the more mundane heroes, so the choice of which temple to build is basically irrelevant by then-it's just a matter of personal taste that will have no bearing on gameplay. But in Majesty 2 you can only build temples once you've got a level 3 palace, and even then only on special holy ground. This is only natural since you can build them relatively quickly (after you've upgraded your palace to level 2). In the original game your strategy for any given map will typically involve using specific types of temples and their inhabitants. The main reason for this is that temples are so much harder to get. In Majesty 2 you are always building your settlement up in exactly the same way no matter what mission you're playing. Having done so, I must say that I think that the original is the superior game, which is the opposite of what I expected to find based on my memory of both titles. In the last week I've gone back to both games-for the first time playing them extensively back to back. I have the base version of the game by the way.Back in the day I got both Majesty and Majesty 2 when they were released and I played and enjoyed them both.

But I've also seen the same behavior where they simply ignore easier monsters like high level Elementals that are relatively far away from the town.Īny suggestions on how I can get them to be more hero like? Is my strategy wrong? Should I place a higher bounty? The monsters I'm talking about are the end game ones like the Lich and other high level ones. in the scenario where you have to kill the dragon - Rafnir), they'll attack it but otherwise they'll just wander around the town and not go too far away. I place bounties ranging from 2k to 4k but they don't seem interested.

The problem is they never seem to be interested in going out and attacking them. All in all a formidable force that can take down any high level monster on the map without too much trouble. When I create parties using the inn, I group 2 to 3 high damage wariors/dwarves and have a warrior as the leader and a cleric for support. Mostly warriors, dwarves and mages - and a few specials like blademasters and paladins. By the end of most scenarios I have some pretty high level heroes.
