Search found 235 matches
- July 4th, 2026, 8:31 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
It would be better if max mana cost cap is also reduced. With that you can have based max higher. I found some cost reductions efficiency buffs, but there is difference between 300 and 350 also when it's stright up to 350 after the shop.
Then I can see a range from 200-250 to be ok.
Then I can see a range from 200-250 to be ok.
- July 4th, 2026, 8:09 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
yes, i also think the combination of chain_attack which consumes a lot mana AND attack Spell is too expensive to sustain
however i think Attack Spell (and only attack spell) will recieve cost reduction of 20% to bring it back into the competition
Going forward I'm not wasting ability points on ...
- July 4th, 2026, 7:12 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
Finally Chapter VI win :-D on uncontested 2p
Version 7.2.0
Me: Cleic - Dwarvish Sentinel
matto: Warrior - Great Troll
We lost many games early on turn ~20, however once we survived turn 25-30ish we were good. The orcs were easy to take out so I thought it's going to be easy from there on, but not ...
Version 7.2.0
Me: Cleic - Dwarvish Sentinel
matto: Warrior - Great Troll
We lost many games early on turn ~20, however once we survived turn 25-30ish we were good. The orcs were easy to take out so I thought it's going to be easy from there on, but not ...
- July 4th, 2026, 1:56 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
Attack spell is useful on maps where it doesn't get to expensive, means u win before that (mainly chapter I and almost Journal, chapter II)
Well and early to mid. Maybe it's fine to have abilities that are useless in the mid-lategame if u have enough that you need.
But having 2 will for sure make ...
Well and early to mid. Maybe it's fine to have abilities that are useless in the mid-lategame if u have enough that you need.
But having 2 will for sure make ...
- July 3rd, 2026, 11:32 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
not exceed max mana, but got to expensive for it beeing worth to be used
Look, I got lucky to find 2x ability upgrades and matto to not steal them :p
I really hoped to not being forced to buy potion upgrade but that's how it is, also arcane dmg spell (already have cold dmg spell and a fire weapon ...
Look, I got lucky to find 2x ability upgrades and matto to not steal them :p
I really hoped to not being forced to buy potion upgrade but that's how it is, also arcane dmg spell (already have cold dmg spell and a fire weapon ...
- July 3rd, 2026, 6:11 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
can't cast them anymore, at least divine heal has some use
- July 3rd, 2026, 2:28 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
First it cost ony 65 or 52 (reduced), till u reach a dmg upgrade point.
So it's efficiency increase once u reach the point or a bit afterwards it's efficiency starts to decrease. In longer games u'll reach a point where u rather buy blue potions. (even for 50g)
So it's efficiency increase once u reach the point or a bit afterwards it's efficiency starts to decrease. In longer games u'll reach a point where u rather buy blue potions. (even for 50g)
- July 3rd, 2026, 2:06 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
u always need at least 1 dmg spell. I have cold to beat fire ghost otherwise gg. But also 30 vs 65+ mana (now it's about 100) for the final bit of dmg is to needed for efficiency.
- July 3rd, 2026, 1:22 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
Noticed the item witch dosen't work, but assasin is (got both).
can you provide a save. i will look into it.
SXRPG Chapter VIMountains of Ulthar Turn 53.gz
I feel the game got a bit to easy after we survived the early till turn 25-30 ish. We both have many items and are beside dmg ...
- July 3rd, 2026, 11:25 am
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
Half way through our Chapter VI.
Noticed the item witch dosen't work, but assasin is (got both).
Also it's a real, problem that images (item/shop) vanish when on it's standing creature is killed. I guess that's only for pre set images not item drops. The 25% dmg bow vanished (image only). Think ...
Noticed the item witch dosen't work, but assasin is (got both).
Also it's a real, problem that images (item/shop) vanish when on it's standing creature is killed. I guess that's only for pre set images not item drops. The 25% dmg bow vanished (image only). Think ...
- June 28th, 2026, 1:41 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
It's not always drakes and they have different resistance, on chapter 1 arcane is useless against the final Dragon boss with it's 100% resi. However, there are multiple ways, depending on your class to deal with it. Cleric, Mage and Rogue Mage can get attack spells for ability for fire, cold and ...
- June 28th, 2026, 1:09 am
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
It's an interesting idea, but I don't think it's needed. I mean having almost all armor at 50% until u know what's relevant for the lategame works fine. Therefore it will be nothing special, just another 50% automatically added.
Besides lategame bosses etc. but I give the warrior the horner to die ...
Besides lategame bosses etc. but I give the warrior the horner to die ...
- June 27th, 2026, 11:30 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
I'd love to see a tabel with items, sometimes u mixes necklaces or rings up. There are just too many to keep track
- June 27th, 2026, 11:21 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
1. I wonder if it breaks when no luck is activated mid game
2. Do u think new dmg types/resi is needed?
About 80-90% resi I don't think it's an issue tbh, well it's super strong way to specific units in the mid - lategame, but so does any magic dmg spell
I think it's fine to get 2-3/6 over 50%, if ...
2. Do u think new dmg types/resi is needed?
About 80-90% resi I don't think it's an issue tbh, well it's super strong way to specific units in the mid - lategame, but so does any magic dmg spell
I think it's fine to get 2-3/6 over 50%, if ...
- June 27th, 2026, 9:30 pm
- Forum: Multiplayer Development
- Topic: SXRPG Version 7.2.0 -- 1.18 Server
- Replies: 385
- Views: 77203
Re: SXRPG Version 7.2.0 -- 1.18 Server
I think it often feels like a waste of mana, unless your normal heals over + 1/3. Or in the cases where u need more than max hp to survive.
If the ratio compared to normal heal would be better not 2/3 maybe 4/5 that would help for the first case.
Tbh also for normal heal I never used the 225 mana ...
If the ratio compared to normal heal would be better not 2/3 maybe 4/5 that would help for the first case.
Tbh also for normal heal I never used the 225 mana ...