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

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bumbadadabum
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Re: SX RPG ADD ON 4.3.5h - now on 1.10.x Server.

Post by bumbadadabum »

I had another idea for a new SX map: one without bosses (other than leaders). For me bosses are the least fun part about the maps, and I would like there to be a map where you don't have to worry about bosses as much and can just go on massive killing sprees.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.3.5h - now on 1.10.x Server.

Post by Mabuse »

what was done/already implemented so far:


- fixed shop-bugs:
- negative arnor can be nullified, even with no armor slots left

- gameplay performance:
- number of strikes that can be bought in shop is limited to 12
- strike cost inflation increased by 50%
- damage cost inflation decreased by 40%
- higher level enemies slightly decreased stats

- traits:
- cave-crawler trait increase hill defense to 60%
- swimmer trait increase shallow water defense to 50%

-terrain-training:
- units with a high handicap (handicap=sum of the movement costs of the trainable terrains)
- get +1 terrain-training slot. non-reachable terrains are previously set to 5 movement-cost
and 20% terrain defense

- Items:
- necklace of protection gives +5% fire, cold and arcane resistance only
(former: arcane resistance +10%; fire and cold resistance +5%, +free armor-slot)
- changed desription of yellow potion
- red potion will not decrease your HP in case your current HP is higher
than the current max HP (unslow and unpoison still work)
- changed description of "refuse to take" option of leadership items

- Magic:
- If an enemy Unit dies by an Attack-Spell (Fireball, Iceball ...)
the caster recieves movement and another attack just as if he had
killed the enemy unit in normal combat



what else will is planned:

- reduced stats of high level leaders/bosses on wowII and ToB map
- end fight in ToB a bit improved
- slight changes in ToB

- loot from bosses
- some kind of item randomization
- new items


new version is not yet uploaded
The best bet is your own, good Taste.
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.4.0i - now on 1.10.x Server.

Post by Mabuse »

new version:
----------------

4.4.0i: - fixed shop-bugs:
- negative armor can be nullified, even with no armor slots left

- gameplay performance:
- number of strikes that can be bought in shop is limited to 12
- strike cost inflation increased by 50%
- damage cost inflation decreased by 40%
- higher level enemies slightly decreased stats

- traits:
- cave-crawler trait increase hill defense to 60%
- swimmer trait increase shallow water defense to 50%

- terrain-training:
- units with a high handicap (handicap=sum of the movement costs of the trainable terrains)
- get +1 terrain-training slot. non-reachable terrains are previously set to 5 movement-cost
- and 20% terrain defense

- specials:
- "blessing"-special gives now +25% strikes (former: +15%)

- Items:
- necklace of protection gives +5% fire, cold and arcane resistance only
(former: arcane resistance +10%; fire and cold resistance +5%, +free armor-slot)
- changed desription of yellow potion
- red potion will not decrease your HP in case your current HP is higher
than the current max HP (unslow and unpoison still work)
- changed description of "refuse to take" option of leadership items

- Magic:
- If an enemy Unit dies by an Attack-Spell (Fireball, Iceball ...)
the caster recieves movement and another attack just as if he had
killed the enemy unit in normal combat


i seek for expert replays or reports with the new version for all current maps.
i go for an expert play on ToB
The best bet is your own, good Taste.
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.4.0i - now on 1.10.x Server.

Post by Mabuse »

btw, the additonal terrain-training-rule effectively gives most HUMANS (except elusive foots) +1 terrain training slot.
also mounted units and hvy inf get an additional terrain training slot. which makes these units comfortably playbale now. im happy with that.
also merman-race benefits from the new rule.

elusive foots may seem disadvantaged, since they have so many terrains at 2 movement-costs, (which is a big disadvantage, since it effectively cut the movement and sight in half) but therefore they have a real good terrain-defense and can therefore renounce on training flat terrain (for 50%) or agility ability

most other races which remain with their original 4 terrain-slosts have mostly at least 1 terrain with just 1 movement-cost.
orcs have hills at 1, elves have fortests at 1, so this kinda evens out here. or undead units which can move through deep water by default and are undrainable.

still i pronounce that the terrain-slot rule is race-independent, so all races with bad movement get their +1 terrain training slot to perform better in-game and stay versatile and playable
The best bet is your own, good Taste.
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.4.5j - now on 1.10.x Server.

Post by Mabuse »

quick bugfix


4.4.5j:

- fixed red potion bug
red potions didnt work in the last version

- fixed replay bug, replays HOPEFULLY work fine now
except for a bug at the beginning - set "all ignore" and try it out



damn, now i have to replay my glorious adventure with the expertcrew, since red potions didnt work in that version ... :lol2:
The best bet is your own, good Taste.
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.5.0k - now on 1.10.x Server.

Post by Mabuse »

technical upgrade:

version 4.5.0k:
-----------------

4.5.0k: - "berserk" is replaced by a reduced "berserk 15" which lasts 15 rounds of combat
(instead of 30). this is valid for all players and all ai enemies
Purpose of that change is to reduce calculation time, and also to
balance/nerf the very strong Berserk Special a bit.

- fixed bug that displayed custom terain in map-editor (and probably messed it up)

- added an option to activate slowing weapons on defense.
if the option is activated only weapons with Slow-special will be used for defense.
If there are no weapops with Slow-Special for a certain range,
selecting the option has no effect.
If there are several weapons with Slow-special,
the most useful/damaging weapon is chosen.
this can allow defensive/hp-saving strategies.
The Option can be accessed vis right-click-Menu or via Inventory-Menu.


- bosses and enemies in Temple of Bones got slightly altered stats
(a bit weaker, gorgon sorcessess now guard the artifact and do not attack)

- number of additonal Strikes that can be bought in Shop is set to 12.
For an average total maximum of about 16.

- serious game Speed Upgrade Option. Ai Units Weapons are disabled for
Combat Calculation,
so they dont take part in the calculation time. On Attack they are activated back.
recommended to use in late Game. Can be activated via INVENTORY-MENU.
The Option can be switched ON and OFF. As a disadvantage Players can only see
what damage their Weapon does, but not what damage they will get in return.
Since you can switch it on and off, you can always look when you are not sure.


- ai unit combat calculation got speed up since they always consider
all player weapons as deactivated


- fixed eye-demeons defense animation (there is none)





So what do we have?


- New gameplay option "slow weapon defense".
buy a shield + a net and "tank"

massively speed up late gameplay by disabling defensive weapons for combat calculation.
by default the player-weapons are alwas disbaled (for ai attack calculation)

the players have manually the option to disbale ai-weapons for combat calculation.
the benefit is more game-speed, the downfall is that you dont know wether attacking a unit may kill you or not ;). only the damage of your weapons is displayed.

its all about playing around with defense-weight, nothing special :)

reduced strikes and berserk just round the whole thing up.


NOTE:
------
ofc its recommened to activate the simplified combat calculation in late game only, since it may take 10 secs per turn to initialize. so in early game where no lag occurs activating the option may actually be a disadvantage. ;)

in late game you gladly consider changing 10 cals secs for fluid gameplay.
well, more or less, i tested it with slow-berserk, 3 weapons, 500 HP and 150-20 stats
there is some lag still, esspecialyl the combat itself may take some time, but the calculation is less than 3 seconds
The best bet is your own, good Taste.
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vultraz
Developer
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Location: Dodging Daleks

Re: SX RPG ADD ON 4.5.0k - now on 1.10.x Server.

Post by vultraz »

To be honest, I have no idea how you find your way around the code, but the updates sound awesome nonetheless :)
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
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.5.5l - now on 1.10.x Server.

Post by Mabuse »

Haha, you huys didnt exspect an update where everything works fine?
right.


Version 4.5.5l:
-----------------

4.5.5l: - added a last event that make the ai-turn combat calculation speed up complete
finally working without issues (the former version just worked for the first attack,
then ai-turn combat calculation got slowed down again, since the player wasnt reset
again)

ai-turn combat calculation add is implemented by default (always active)
to be initialised it may cost 1,2,3 seconds per ai turn -
but i think its worth the cost

also a small check was added to avoid needless initialisation concerning ai-turn calculations
so default speed is enhanced in relation to 4.5.0k


uploading right now.


@vultraz: i will say something later about what you said.
The best bet is your own, good Taste.
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.5.5l - now on 1.10.x Server.

Post by Mabuse »

last update before the weekend:
--------------------------------


4.5.9m: - fixed a potencially mal-working berserk-replacement bug, using default era it would be no problem
in order to stay versatile i decide to cut it out.

- number of strikes that can be bought in shop is raised to 14

- blessing-special increases number of strikes by 20% (former: 25%)

- hit-and-run ability cost reduced to 75 Gold (former: 100)


right now uploading
The best bet is your own, good Taste.
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.5.9m - now on 1.10.x Server.

Post by Mabuse »

btw, i plan to make another update, with a minor change,
with either:

- a global message wether the "simplified combat calculations" are activated

or

- make "simplified combat calcutions" player dependend, or each player an chose if he activates it or not.
which would mean that there will be slight delays betwen players with different settings.


i think SCC shoudl be player dependent though
The best bet is your own, good Taste.
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vultraz
Developer
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Location: Dodging Daleks

Re: SX RPG ADD ON 4.5.9m - now on 1.10.x Server.

Post by vultraz »

I have an idea: make the Full Heal option in Shop also replenish moves to max. Might be useful, or would it make things too easy?
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
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.5.9m - now on 1.10.x Server.

Post by Mabuse »

sounds ok. maybe there will be also just +9 moves given (like a cyan potion)
may be included in the next update.
The best bet is your own, good Taste.
JoshT
Posts: 6
Joined: January 1st, 2013, 10:23 pm

Re: SX RPG ADD ON 4.5.9m - now on 1.10.x Server.

Post by JoshT »

Just noticed an odd bug: some units don't exist in Temple of Bones until after the first turn. For instance, the tentacle in the southernmost cave's water area doesn't exist if you get there on the first turn, but it appears by the second turn. (To get there on the first turn, buy a cyan potion and some movement, and pick up and use potions along the way; you can easily fight your way through the entire southern cave on the first turn.)
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.5.9m - now on 1.10.x Server.

Post by Mabuse »

ok, is fixed.
thx for noticing.

due to some old tradition water-enemies get placed on turn 2.
(i placed them on turn 2 since "ambush"-enemies didnt hide on turn 1
some BfW-Versions ago)
usually this is no problem. however, i changed this in ToB now.


4.6.0n:
----------------

- simplified combat calculation is now player dependent.
that means that one player can indepently from each other activate or deactivate it.
If player 3 activates it, it doesnt influence player 4 for example
a global message and accustic signal will be displayed

- global message upon initializing/deactivating simplified combat system
on each turn/sub-turn (if nessessary)

- activating slow-weapon defense, now also global message and accustic signal

- water enemies get placed on turn 1
The best bet is your own, good Taste.
Mabuse
Posts: 2130
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.6.0n - now on 1.10.x Server.

Post by Mabuse »

ok, i recognized two more things that need to get fixed:

- if a demon is summoned and "no-luck"-mode is activated, the demon get not unluckyfied
(no luck mode works pretty well to reduce calculation time, btw)

- probably there is need for a higher damage/strike cost inflation so damage values increase more slowly


after working these things out i may work on a small fun map.
The best bet is your own, good Taste.
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