SX RPG ADD ON 4.9.10 - now on 1.10.x Server.

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vultraz
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by vultraz »

@MCP 6 PM GMT this Saturday?
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

Yes, 6pm GMT Saturday.

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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

Yes, 6pm GMT Saturday.

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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by vultraz »

I'll see if I can make it, in case you need another player.

I'll use a Fencer, Rouemage if I play. :)
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
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Mabuse
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

6pm gmt sounds great

btw, i may as well play RANDOM UNIT, i took a closer look and somehow every unit i see in the era can have its uses.

although some are obviously 2nd choice, for example fencer is superior to the other dodgers like saurian flanker and assassin

marshal better than orcish sovereign.

however, i could play with any unit kinda. that i prefer dwarves is usually just to ensure someone gets the chests ;)

so i guess i go random


EDIT:
I find dodgers (fencers, saurian skirmisher, assassins) the most uncomfortable units. since they are difficult to pull off. (i always speak about 5 player start, expert).

if you can manage the unit to survive for a while the high dodge values can be somewhat rewarding - however, i always feel to rely to much on luck
The best bet is your own, good Taste.

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vultraz
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by vultraz »

Mabuse wrote: I find dodgers (fencers, saurian skirmisher, assassins) the most uncomfortable units. since they are difficult to pull off. (i always speak about 5 player start, expert).

if you can manage the unit to survive for a while the high dodge values can be somewhat rewarding - however, i always feel to rely to much on luck
Well, when I was playing a 1p, EvilDead, Experienced, Fencer rougemage, I got farther than I had ever before on that map. Even killed Ai6 after shopping twice :P and ai7 after shopping 3 times ;) Though maybe I just got lucky :mrgreen:
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?

Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

vultraz wrote: Well, when I was playing a 1p, EvilDead, Experienced, Fencer rougemage, I got farther than I had ever before on that map. Even killed Ai6 after shopping twice :P and ai7 after shopping 3 times ;) Though maybe I just got lucky :mrgreen:
on 1 player start it may be something else, since you have more money (which you need though) to customize your hero

i always speak about 850 gold start.

- though i agree that rogue is the strongest class in early game. but it get weaker in later game in comparison to the other classes, and you need skill to compensate for that.
but thats the reason why rogue is only availbale in expierienced/expert difficulty, so only for people who know what they are doing.

in the next update rogue got a slight nerf though:
the dont get a bonus in ranged AND melee, instead rougue warrror get +1 melee and rogue mage gets +1 ranged ---- they got a new trait though which adds +1 melee and +1 rangd (and +3 HP)
made this to make another difference between rogue mage and rogue warrior

-----------------------------------------

anyways, the starting gold will change in the next version for 1 and 2 player games:
example overview

5 player: 850 gold (equals: standard)
4 player: 1000 gold (equals: standard +free regen)
3 player: 1200 gold (equals: standard +free regen, +1 strike, +1 damage)
2 player: 1400 gold (equals: standard +free regen, +2 strike, +2 damage)
1 player: 1800 gold (equals: standard +free regen, +3 strike, +8 damage)
(note: additional 3 strikes and 8 damage will double or triple the damage output)

on 1 and 2 player game soulstealer and divine reward will also pay off most.
The best bet is your own, good Taste.

Mabuse
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

Upcoming (balance)-changes so far implemented:
--------------------------------------------------
not yet uploaded


- ability point in shop cost raised to 125 gold

- both-strike option for mages and rangers reduced by 15 gold (old 240, now 225)
(is not recommended to buy anyways but done for balancing completion)

- units with 8 or more BASE moves have +1 move after a kill

- roguewarrior get only +1 melee damage as class bonus (not melee and ranged)
- roguemage get only +1 ranged damage as class bonus (not melee and ranged)
- new trait for rogue class that give +1 melee, +1 ranged damage and +3HP

- strong trait deleted for roguemages
- dextrous trait deleted for roguewarriors

- warning in weapon special shop, special warning for ghoul and adept to take take
only to upgrade weapons on max level

- no luck mode multipliers adjusted
(reduced, since the rounding went up too much - in comparison to default wesnoth, SX dont need much helping in rounding)

- added some more music to the SXRPG playlist
- SXRPG max level era: added chocobone
exchanged troll warrior with great troll
added Royal Warrior
added Gryphon Master
deleted Goblin Pillager
added Naga Myrmidon
added Elvish High Lord

- SXRPG era: added Gryphon Rider
added Naga Warrior


- starting gold adjusted: -200 gold for 1-player game
-100 gold for 2-player game

- Terrain training: If Flat Terrain is trained the Defense will be raised to 50% IF the base defense was 40%.
Flat terrain training available if defense is below 50% or movement cost more than 1.
(but can be still only trained ONCE, e.g. dwarves and drakes still need agility if they want to raise flat to 50%)
Purpose: More variance among hero creation, dont force players to get agility
if they just wanna raise flat to 50%. since most heroes have 40% on flat,
and i dont want agility "a must have" to have decent def on flat terrain.
The best bet is your own, good Taste.

MCP
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Joined: May 23rd, 2005, 5:23 pm
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

So actually, 6pm GMT is 11am Pacific thanks to dumb daylight savings time. Good thing I looked it up.

6pm GMT is still fine, just wanted to make sure if other americans are playing to check daylight savings time.

Mabuse
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

Ranger to the rescue !!


----------------------------------------------------------------


while i agree that the ranger Class could need some BUFF to make it more interesting -
i cannot give the Ranger the Movement Spell ;)

The Movement Spell is basically THE SPELL that makes the magic class so good.
Mages can attack and retreat just as they wish and as long they have enough mana.


The Idea of the ranger(what makes ranger good):
------------------------------------------------

The Ranger is though to be the strongest ranged Unit, with the most firepower. This can be achieved by purchasing an energywave and grade it up to precision focus for low money. His precision ability allows him just to add the precision-special to the focus-special without having to buy an entire precision/focus-special for a lot of money.

money saved by this and the money that mages spend into actually purchasing any skills can be used to buy cheaper potions OR EVEN BETTER: spend into more damage and strikes
(however, its clear that ranger can buy 1 to 4 cyan potions for emergency cases)

well yes, thats about the ranger.
so atm the ranger is only useful when you aim for maximum ranged fire-power by using and upgrading an energywave for low money.

i agree though that this is probably not enough.
i cant give him magic though, this would completely throw off the balance. the movement spell is the "heart" of magic.

ranger will be always more clumsy than mage though, but if used right he is noticeably stronger in ranged combat.



my suggestions to buff ranger class:
------------------------------------

- give it +1 ability point
- get +2 ranged damage bonus as class bonus (instead of +1)

i think these changes will come also, so we may see some rangers ;)


i will check these changes in a test run.
The best bet is your own, good Taste.

MCP
Posts: 518
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

I noticed the Paladin doesn't get its Heal+4 replaced with Heal+x. I thought you had meant to replace Regeneration with Regen+X if a unit starts with it, e.g. Wose. So I was thinking the same would be true for a Paladin.

Mabuse
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

MCP wrote:I noticed the Paladin doesn't get its Heal+4 replaced with Heal+x. I thought you had meant to replace Regeneration with Regen+X if a unit starts with it, e.g. Wose. So I was thinking the same would be true for a Paladin.
Healing+8 gets replaced by Megaheal.

im was uncertain what to do with heal+4. after all, i dont want to give the shamy megaheal, since this would mean the sylph gets megaheal also.

i may create a new "minor" ability that replaces HEALING+4 if the unit is on maxlevel.
with some kind of "minorheal" (heals only 10% of the healerHP, so its only half as effective)


after some thoughts the final buffs for ranger class:
-----------------------------------------------

- ranger buff
precision is free (already purchased at start)
new ability: lightfoot (+1 moves after a kill)
+2 ranged damage (instead of +1)
The best bet is your own, good Taste.

Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

Ok, the last balance update (ready for the game on saturday)

-------------------------------------------------------------------------

3.9.97l:
- ability point in shop cost raised to 125 gold

- new trait for rogue class that give +1 melee, +1 ranged damage

- strong trait deleted for roguemages
- dextrous trait deleted for roguewarriors

- units with 8 or more BASE moves get +1 move after a kill

- ranger buff
precision is free (already purchased at start)
+1 move after kill by default
new ability: lightfoot (+1 moves after a kill)
+2 damage as class bonus (old: +1 damage)
(Note: A fast base unit ranger with lightfoot-ability can move 7 hexes after a kill)

- if a unit has heal+4 ability (at its max level) then this ability is transformed into heal+10%
(example: paladin), megaheal can still be purchased

- both-strike option for mages and rangers reduced by 15 gold (old 240, now 225)
(is not recommended to buy anyways but done for balancing completion)

- warning in weapon special shop, special warning for ghoul and adept to take take
only to upgrade weapons on max level

- no luck mode multipliers adjusted

- added some more music to the SXRPG playlist
- SXRPG max level era: added chocobone
exchanged troll warrior with great troll
added Royal Warrior
added Gryphon Master
deleted Goblin Pillager
added Naga Myrmidon
added Elvish High Lord



- SXRPG era: added Gryphon Rider
added Naga Fighter


- starting gold adjusted: -200 gold for 1-player game (1800)
-100 gold for 2-player game (1400)

- Terrain training: If Flat Terrain is trained the Defense will be raised to 50% IF the base defense was 40%.
Flat terrain training available if defense is below 50% or movement cost more than 1
Purpose: More variance among hero creation, dont force players to get agility
if they just wanna raise flat to 50%. since most heroes have 40% on flat,
and i dont want agility "a must have" to have decent def on flat terrain.

--------------------------------------------------------------------------------------


Summary:

the important changes:

- ranger class buffed
(+2 ranged damage (old: +1), precision ability free, +1 move after kill, new ability: lightfoot (another +1 move after kill)
- fast base units get +1 move after kill
- no luck mode should be fine now
- 1+2 player games well playable now
(considered balanced)
- its now possible to raise flat-terrain-defense to 50% via terrain training
(will only be possible if terain defense is exactly 40%, if lower it will be set to 40%)
this was included to give all "normal" units with "ok-ish" terrain defenses the possibility
to raise their flat-def to 50% without the need to buy agility.
Agility is still a "musthave" for dwarves, drakes, woses and the like.


A ranger can now have up to 7 moves after a kill.
+1 class bonus, +1 lightfoot ability, +1 fast base unit + 4 default
The best bet is your own, good Taste.

Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.98m - now on 1.10.0 Server.

Post by Mabuse »

3.9.98m:

- after testing the idea that fast base units get +1 move after kill is assumed
to be too powerful. additional moves after kill are restricted to ranger class.


it would kinda blurr the differences among the classes.
in any case having +2 moves after a kill is extremely useful.
(and i cannot allow +3 moves just by selecting a bat ;)
would simply make fast units too good)

(also having a "slow ranger" by selecting a fast unit is also unwanted)


- raised red potion cost for rangers and roguemages to 25
The best bet is your own, good Taste.

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Griffith
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Griffith »

I play horse all the time (not Beginner) and its a pain , u cant perform hit and run.

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