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

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MCP
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by MCP »

I only play units with Magic Movement.

On that note, I will make a suggestion I've been wanting to say:
Warriors and Rangers get magic movement and no other spells.
They both get maybe 3/4 the max mana a cleric or mage would get.

I know in 1, 2, or 3 player games, I would 100% never use a Ranger or a Warrior.
I might consider it in a 4 or 5 player game, but even then, only because everyone else is using rogues/mages/clerics, and then I'd feel handicapped.
Mabuse
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

btw, i my armor-loadout-calculations about the best hero i forgot the

- paladin CLERIC with 70% arcane, 60% (cold/fire), 55% impact and 3x 50% on OFFENSE (3x 25% on defense)
(using: dauntless, cuirass, clericstaff, fullarmor)

- grand marshall CLERIC
2x 70% (can be fire, cold or arcane), 4x 50% on OFFENSE
(using: dauntless, cuirass, clericstaff, fullarmor)

- cuirassier CLERIC is either mostly melee oriented
2x 75% (blade/impact), 4x 50% on OFFENSE
OR generally oriented
1x 70% (fire, cold, arcane), 2x55%, 3x50% on OFFENSE
(using: dauntless, cuirass, clericstaff, fullarmor)

- ghoul CLERIC
1x 70% (cold), 1x 60% (fire or arane), 1x 55% (pierce), 3x 50% on OFFENSE
(using: dauntless, cuirass, clericstaff, fullarmor)

- skeleton CLERIC
(1x 65% (pierce), 1x 60% (fire, cold, arcane), 1x 55% (blade), 3x50% on Offense
+cannot be drained
(using: dauntless, cuirass, clericstaff, fullarmor)

- wose CLERIC
(1x 65% (pierce), 1x 60% (fire, cold, arcane), 1x 55% (impact), 3x50% on Offense
+free megaregen
(using: dauntless, cuirass, clericstaff, fullarmor)

can be taken into account. in any case to check the armor-loadouts of the heroes is a nice thing.
every unit has its specialities.


and of course thats just posibilities -
a paladin CLERIC can have as well 1x80%, 1x70% and 4x50% on OFFENSE




about MCP's idea:
--------------------

although you shouldnt underestimate the non-magical classes for their
- extra damage in general
- extra armor in general
- warriors/roguewarriors can add slow which can make a big difference and allows new combos
(although very expensive)
- rangers have extra moves after killing a unit

but i guess you are right and the thing you proposed that could be another ability (for warriors, rangers and roguewarriors) -

called:
hit-and-run

"mana" is replaced with "stamina", and will be 1/3 or 2/5 (low) of the mana-regeneration.
"max-stamina" is 1/2 of the max-mana equivalent. costs 50 gold and 1 ability point.

then the non-magic classes will have a buff in usefulness.
(still the non magic classes have an extra ability point, healing spell dont cost ability points - so they basically get magic movement and healing for free)

i think its a good idea and i hope to implement it in the new version.
The best bet is your own, good Taste.
MCP
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by MCP »

Wow,
it seems like you had already been thinking about this change haha.

I can't wait to 'hit and run' with a warrior or ranger class. I think you nailed the most tactical part of magic movement: to be able to move one or two hexes to either avoid retaliation damage or to move around one tough, but stationary enemy.


edit:
We're not sure if the Undead Ring made Zeus' dwarf undead. It definitely made him chaotic, but it's not showing undead.
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vultraz
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by vultraz »

Started a new local game to test out me and bumba's new Era of Chaos. Got to turn 80 and killed 3 bosses so far, BEGINNER difficulty. :) Currently trying to kill boss #4.
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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MCP
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by MCP »

I'd also like to add, Zeus and I got to the upper left corner leader and we thought the difficulty, that is damage done/hp, of enemies dramatically increased of the guards and leaders. We are playing normal with 2p, dwarf and ghost. My ghost is weak to fire :*(
Mabuse
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

so code for the new version is ready.

actually there are two buffs:

- new ability "hit and run" for non-magical classes
cost 150 gold, equivalent of "magic movement" for 2.5 times of its
mana-cost

- new ability "heavy armor" for magical classes
cost 150 gold, +2 additional armor slots


feel free to discuss.


my opinion:
---------------
formerly the magical class DEFINED itself through the ability of magic movement.
so i had to compensate for that a bit. however, im kinda not sure - since the classes simply lose their uniqueness.


i dont want to have clercis +2 armor slots, and hit-and-run is also not that great solution.

as an alternative RANGERS may get hit-and-run, but not warriors.
all other classes get the light-foot ability.

warriors are simply the class with the biggest armor and slow+berserk combo.
its either the foe goes down or the warrior is [censored] up. simple as that.
a warrior goes through the wall and if the wall is harder then its tough luck.

no hit and run or trash like that.


conclusion:
--------------
so hit+run for rangers (since they are range based), all other classes get lightfoot ability as buff
(and maybe some sort of cheap potion bonus, also rangers may lose some of their cheap potion bonus)
The best bet is your own, good Taste.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

so as an idea in which direction it goes:

warriors get light-foot ability, and cheaper potions (cyan -50%, red -30%, blue -25%)
rangers get hit-and-run, and cheaper potions (cyan -50%, red -30%, blue -25%)
mages get light-foot ability
clerics get light-foot ability

roguemages get what the mages get
roguewarriors what the warriors get



forgot that one:
edit:
We're not sure if the Undead Ring made Zeus' dwarf undead. It definitely made him chaotic, but it's not showing undead.
the ring works as intended (but the description may leave room for misunderstandings), however the status of the unit is changed to non-living, but it isnt displayed as a trait
The best bet is your own, good Taste.
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vultraz
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by vultraz »

I have a suggestion: nerf the spider at 37,29. It guards the only other way into the temple, which only flying units can access anyway. I'm assuming it's only there to allow a backway for enemies to attack you, yet keep you from entering yourself, but I think an alternate route that's difficult to get through, yet possible, would be nice.
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?
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Griffith
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Griffith »

SXRPG classes r confusing, can u make them more clear without mixing class (magic into fighter,ranger,rogue for example). Mixing classes will end that everyone uses the same buffs.
I would like to see the poison back, AI uses it too.
Who want to use magical arcane feary fire should play mage not the other classes.
Mabuse
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

well "magic" is for now only a word that is used for "supernatural powers".

in SXRPG,

- mages can cast spells and are ranged based
- clerics can cast spells and are melee based
- roguemages can cast spells and are mixed based

thats the difference between them ;)
also they have different items in shop

so just because there are 3 classes that can cast spells, they are not "mixed", they are entirely different. also there are differences among the spell efficiency.

a mage with a mage-staff (shop item for mages) has a much stronger damage-magic, a cleric with a cleric-staff has a better healing magic.

mage-staff and mage-ring also boosts the regeneration and maximum mana rates, which simply means that mages are the most capable spell casters.

and so on...


but in the end the important things to answer are:

1) do i want to be melee or ranged or even mixed based?
2) do i want to cast magic, or have better armor and cheaper potions (see next post)

answering these questions will determine the class you should chose




EDIT:
-------
Or perhaps you meant the WEAPONS in the shop?

will stay as it is :)
its ok as it is.
The best bet is your own, good Taste.
Mabuse
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Re: SX RPG ADD ON 4.2.0e - now on 1.10.x Server.

Post by Mabuse »

New Version is out.
Should be kinda okish now.

Version 4.2.0e

4.2.0e: - new ability "hit and run" for ranger and rogue warrior class
cost 100 gold, is equivalent of "magic movement" for 2.5 times of its mana-cost

- roguewarrior lose "stunning shield use"-ability (got "hit-and-run" instead)

- all classes have access to "lightfoot"-ability, which gives +1 move after a kill

- warriors, rangers and rogue warriors have +1 potion storage,
potions are 25% - 50% cheaper


- unit "spectrewraith" has now arcane ranged (former: cold)
- unit "warelephant" has now slightly decreased defenses
- slight changes to recruitment-lists in TempleOfBones Map

- some description changes for the "ring-of-darkness" item
The best bet is your own, good Taste.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

vultraz wrote:I have a suggestion: nerf the spider at 37,29. It guards the only other way into the temple, which only flying units can access anyway. I'm assuming it's only there to allow a backway for enemies to attack you, yet keep you from entering yourself, but I think an alternate route that's difficult to get through, yet possible, would be nice.
well the point is that someone can much better specialise somehow to kill a single spider.
also i dont want that the "secret trick" to beat "temple of bones" is simply to use a flyer only team.

beside that: the spider is already nerfed.
i could have made it really really invincible. ;)

by know it is just a slight tad stronger than the other sourrounding bosses.
move 10 hexes up and its on par with them. its almost the inner sanctum of the temple :)

i think thats a fair deal: avoid all melee creeps and moving bosses and fight a slightly stronger boss :)
The best bet is your own, good Taste.
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vultraz
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Re: SX RPG ADD ON 4.2.0e - now on 1.10.x Server.

Post by vultraz »

I got this far, but now the guards are too strong for me to get past. :(

Image
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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Re: SX RPG ADD ON 4.2.0e - now on 1.10.x Server.

Post by Mabuse »

hey, you tried to solo (play with just one hero) ToB?

imo, i think this is one of the levels where just one hero will have a real hard time.
- later in the game, when you cannot compensate lack of certain resistances

if you ask me, i would probably prefer a 4 or 5 player team.

we will see tomorrow - :)


----------------------------------------------------------
there is one thing left for discussion:

in the last update, 4.2.0e, the roguewarrior lost stunning-shield-use and got hit-and-run for that.
besides that it was buggy (the right-click menu for the roguewarrior didnt show up) i think its anyway not that good idea.

in the fix, 4.2.1f, the roguewarrior has stunning-shield-use again.

this will be the version which i think is good enough to build on ;)

---------------------------------------------------------------
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.2.1f - now on 1.10.x Server.

Post by Mabuse »

version 4.2.1f

4.2.1f: - roguewarrior gets stunning-shield-use back and loses hit-and-run
(was buggy and its better to have roguewarrior use stunning-shield-use)




btw, vultraz, the abyss devil you see guards the entrance to some nice artifacts.
too bad you cannot reach them 8)
The best bet is your own, good Taste.
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