SX Development
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Re: SX Development
@Bubu:Warrior class will get too expensive to built. My pc is p4 (my pc = slow) and BERSERK never was a problem to it process and this inst the major problem that make SXRPG slow. With that changes the game will be a eternity because the cost of berserk will be too high to use so = need more turns to finish a boss = more difficult = less gold. That seem make the game harder?
To build a armored unit you weak a lot the attack of the unit so if you want built it 90% you will expense: 35 x 7 + 100 x 2 = 245 + 200 = 445 gold. and beserk blade weaker and more expensive, total +- 550 gold.
i dont know if this is will be good. This will be very expensive and will depress berserker players (that wont worth more). Will be better improve pure POWER and HP or use ranged classes.
warrior class is THE STRONGEST CLASS ingame.
this is due to the combination of slow and berserk.
as an alternative i may make it like this:
armor <0 cost 15 gold (no change)
armor >0 and <=70 cost 30 gold (no change)
armor >70 and <=80 cost 50 gold (no change)
armor >80 <=90 cost 100 gold (+50 gold cost (former was 50 gold))
armor >90 cost 200 gold (+100 gold cost (former was 100 gold))
that means to get 80% armor for a certain resistance you need to spend
7x30 + 1x50 = 260
if you want 90% you must pay +100 gold (total 360)
for 100 even another +200 gold (total 560)
for zerking you dont really need 90% armor.
a warrior with slow+berserk, often needs just about 70-80 in a category.
a cleric can weaken enemy with magic before zerking and also needs just 80%.
a rogue may use a slowing range attack before zerking (rogue is overall weakest kinda)
also, since berserk is TERRIBLY effective its cost is raised by 50 Gold.
the special in shop will cost 475 instead of 425
the shop weapon (berserker sword) will lose one damage (worth 40 gold)
and cost +10 gold
yes. due to that zerking will be a bit more restricted.
its still more than worth the cost. +50 gold for zerking ability is nothing.
if you want to get really high armor, things get expensive.
if you want to get 90% armor, you will also pay +50 Gold then in former version
(is also not to much)
100% armor will cost +150 gold then before.
after all, im even tempted to FULLY RESTRICT armors of > 90%
so the max armor you can buy is 90%. raise above that is only possible with items.
for this is must say that the decicion to change it is not final.3.) (pending)
Berserk ability gets exchanged to ShortBerserk (will still be called berserk ingame)
damx3, 10 combat rounds
you report that you "dont have problems" with berserk, which means for me that you dont get too disturbed by some higher calculation times later ingame which will show up.
surely there is potencial to reduce this calculation time.
you ask me:
"This will be a ability for everyone of for restrict classes?"
and the answer is:
EVERY berserk-special (berserk special makes a combat last up to 30 rounds or until a combatant is slain) get EXCHANGED with a new berserk-special that multiplies the DAMAGE of BOTH the ATTACKER and DEFENDER by 3 and make the combat last 10 Rounds or until one of the combatants is slain.
If this is incoporated into the game - you will not notice any difference
(there can be slight differences but no game breakers/changers)
the special is still called berserk ingame, so you will not notice any difference, except that the calculation times get shorter.
The best bet is your own, good Taste.
Re: SX Development
After some thought, I have no problems with 3x damage and 10 round berserk. I cannot think of a counter-example where the new calculations are broken, because you wouldn't be zerking in the first place if you had a chance to die.
The only stumbling block is when I thought of a series of attacks, say 50 enemies, where the new calculations of 3x damage could be detrimental. But then the luck 'should' average out over time.
I wish I could agree that slow should be like caution, but there is always the first hit damage when defending that makes slow, well slow.
Example: You attack first, slow should always work from then on.
You defend, slow shouldn't initiate until your first hit...
That should be the difference between No Luck Mode slow and normal mode slow, unless I got it wrong. If Slow is just like caution, then we accept the first hit doesn't matter, and on average it doesn't, but sometimes it does. (enemy uses charge or gets in and attacks with a particular armor weakness) Maybe I should say 'rarely' instead of sometimes.
Rogue: Just thinking out loud. Doing damage is their greatest problem, but another problem is second strike means they take double damage on top of their specials (eg rage/focus) and because they do less damage on their initial attacks, they take more average damage over time from regular enemies since it takes longer on average to kill them.
1. The weapon special from SXC that reduces damage by 1/3rd. Could be added on top of slow or to any weapon (maybe). Also, everything costs more money so this would have to be used rarely, maybe only one or two weapons.
I'd hold off on doing anything because you've just made some changes to the class and it really hasn't been tested yet.
The only stumbling block is when I thought of a series of attacks, say 50 enemies, where the new calculations of 3x damage could be detrimental. But then the luck 'should' average out over time.
I wish I could agree that slow should be like caution, but there is always the first hit damage when defending that makes slow, well slow.
Example: You attack first, slow should always work from then on.
You defend, slow shouldn't initiate until your first hit...
That should be the difference between No Luck Mode slow and normal mode slow, unless I got it wrong. If Slow is just like caution, then we accept the first hit doesn't matter, and on average it doesn't, but sometimes it does. (enemy uses charge or gets in and attacks with a particular armor weakness) Maybe I should say 'rarely' instead of sometimes.
Rogue: Just thinking out loud. Doing damage is their greatest problem, but another problem is second strike means they take double damage on top of their specials (eg rage/focus) and because they do less damage on their initial attacks, they take more average damage over time from regular enemies since it takes longer on average to kill them.
1. The weapon special from SXC that reduces damage by 1/3rd. Could be added on top of slow or to any weapon (maybe). Also, everything costs more money so this would have to be used rarely, maybe only one or two weapons.
I'd hold off on doing anything because you've just made some changes to the class and it really hasn't been tested yet.
Re: SX Development
i totally agree with what you said.MCP wrote: Rogue: Just thinking out loud. Doing damage is their greatest problem, but another problem is second strike means they take double damage on top of their specials (eg rage/focus) and because they do less damage on their initial attacks, they take more average damage over time from regular enemies since it takes longer on average to kill them.
1. The weapon special from SXC that reduces damage by 1/3rd. Could be added on top of slow or to any weapon (maybe). Also, everything costs more money so this would have to be used rarely, maybe only one or two weapons.
I'd hold off on doing anything because you've just made some changes to the class and it really hasn't been tested yet.
the only real thing that changed about the rogue is that it gets 2nd strike for free.
they got a new ability called "lightfoot" instead, which cost 50 gold and allows to move 5 hex after a kill.
rogues are kinda ok at start, but later ingame, as you mentioned not really strong.
the new ability is just a gimmik and doesnt make the class any stronger.
as an alternative i think that rogues get also "stunning shield use" ability which allows them to add slow to any melee weapon. so rogues also get access to berserk+slow.
the new lightfoot ability may be completly discarded, or i make some canges to the ability tree
(for example "heal" could be a "global" ability which all ALIGNMENTS have access to (atm only LAWFUL and NEUTRAL heroes have access to heal). the new lawful ablity would be then lightfoot.
so the new dustribution would look like this
-------------------------------------------------
these are abilities that everybody have access to:
regenerationX
steadfast
dauntless
healing
agility
and these would be aligndependent:
lawful: lightfoot, fearless
neutral: lightfoot, soulstealer
chaotic: fearless, soulstealer
these are class dependent:
rogues would have "stunning shield use" as special ability
warriors would have "stunning shield use" as special ability
clerics would have "magic+spellbook" as special ability
rangers would have "precision" as special ability
mages would have "magic+spellbook" as special ability
The best bet is your own, good Taste.
Re: SX Development
Hi. I worked on a new map to add to the other survival extreme RPG maps. I tried to get it to a 'alpha-playable' state before I fine-tuned all the details (guards, leaders, spawns, special items, etc.) and I got stuck with an error outside of my code, no matter what I did it claimed the SXLuck.CFG file was missing a tag?? (my code looks practically identical.)
I've included the files I made and a screenshot of the error I get when I add it to SurvivalXAddOnPacks add-on.
- Attachments
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SXDemonBane.cfg
- (8.36 KiB) Downloaded 264 times
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demonbeyond.map
- (42.79 KiB) Downloaded 283 times
Re: SX Development
Have you tried wml lint?
For wesnoth 1.8 you may be able to download the tools directory here and run wmllint on the command line:
http://svn.gna.org/viewcvs/wesnoth/bran ... ata/tools/
For wesnoth 1.8 you may be able to download the tools directory here and run wmllint on the command line:
http://svn.gna.org/viewcvs/wesnoth/bran ... ata/tools/
Re: SX Development
also couldnt locate the bug yet.
fact is, its not the SXRPG code
(even though that it states there is a missing tag for something)
fact is, its not the SXRPG code

(even though that it states there is a missing tag for something)
The best bet is your own, good Taste.
Re: SX Development
Today i was playing with Lester and we got a problem in the version 3.9.7a. We was zerking a unit and looked in calculation screen and it show that units should be with 0 hp and us alive, but our units that got 0 HP first
. That happen one time with me and one time with Lester. Did you changed something in berserker calcs?
Other thing: did you limited berserk? Because i used it and didnt finished the enemy's unit and stopped to attack and it was alive.

Other thing: did you limited berserk? Because i used it and didnt finished the enemy's unit and stopped to attack and it was alive.

Take a look in the things that i did: 6p - Secret Valley , MAP for SX
Re: SX Development
What was the current HP and what was the maximum HP on that enemy unit?
Re: SX Development
so i dont know in detail what happened in your game, but from my side i can assure you that everything is ok sx-wise.BuBu wrote:We was zerking a unit and looked in calculation screen and it show that units should be with 0 hp and us alive, but our units that got 0 HP first. That happen one time with me and one time with Lester. Did you changed something in berserker calcs?
Other thing: did you limited berserk? Because i used it and didnt finished the enemy's unit and stopped to attack and it was alive.
1)
the combat calcs are hardwired into the game. i cannot change them.
(i would like to do though - if i could change them i would trade some "accuracy" for "speed"
since its the combat calcs that slow down the sx gameplay.
on the other hand - accurate combat calcs are very important for players)
2)
berserk is ALWAYS limited to 30 combat rounds. its possible that you cannot finish an opponent with berserk.
easy example:
you attack with a 10-10 blade berserk weapon a 500 hp enemy with 100% blade resist.
the 100% blade resist cap you damage per strike to 1. so you do 1-10 damage per round (=10 max).
berserk last 30 rounds. so you do 10x30 = 300 maximum damage.
conclusion
------------
if the combat calcs showed a different result (btw, did you use no-luck-mode ? or why can you be 100% sure that the enemy will die and you not ?) than the actual outcome - then its either a game-flaw, bad luck, or you misinterpret something - or something else.
something else could be: if your currentHP went over maxHP by using a potion then it might brake combat calcs.
(though usually not in a negative way for the player - since you have more HP)
however, its now up to you to decide what is most likely to be happened.
(as a fact i can assure you that the combat calcs didnt change)
in the first example im almost sure that some kind of very bad luck was involved and the 2nd round the 30 rounds expired without any of the combattants was slain.
The best bet is your own, good Taste.
Re: SX Development
i dont remember very well but was a attack:
(i dont remember the hp that it had) 7 x 4 (berserk) with armor of 90% against a silver crown boss (necromancer) +- 300 hp (first wave).
Calcs show that my unit couldnt reach 0hp if attack. So the less hp that it could get was 10 hp, but in end necromancer got 1 hp and my unit 0 hp
(i dont remember the hp that it had) 7 x 4 (berserk) with armor of 90% against a silver crown boss (necromancer) +- 300 hp (first wave).
Calcs show that my unit couldnt reach 0hp if attack. So the less hp that it could get was 10 hp, but in end necromancer got 1 hp and my unit 0 hp

Take a look in the things that i did: 6p - Secret Valley , MAP for SX
Network Communication Error
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Last edited by Warfall on July 6th, 2015, 2:25 pm, edited 1 time in total.
Re: SX Development
Hey Warfall. 
Great to read your critique.
if you load up a save i put you into the hall of fame.
Hehe, stunning shield use is too expensive. well, then i think it is actually right as it is now.
(i even planned to make berserk itself +50 Gold on a next release to make the berserk/slow combo a slight bit more expensive.)
stunning shield use is only useful to get the berserk slow combo imo. but the combo itself is extremely powerful of course.
since slow halves all the damage you take, a warrior with 0% armor in each category would perform like he has 50% armor in every category when zerking.
with 50% armor the warrior performs as if he has 75% armor.
70% armor equal 85% armor.
so zerking with slow is extremely powerful.
increasing stunning shield use price is just one step, in long term (on next trelase zerking itself gets 50 gold more expensive (the zerker-sword in shop get -1 damage and +10 gold price)
about the fun factor:
i hope the next map will give you back the fun
it may still take some time

Great to read your critique.
if you load up a save i put you into the hall of fame.
Hehe, stunning shield use is too expensive. well, then i think it is actually right as it is now.
(i even planned to make berserk itself +50 Gold on a next release to make the berserk/slow combo a slight bit more expensive.)
stunning shield use is only useful to get the berserk slow combo imo. but the combo itself is extremely powerful of course.
since slow halves all the damage you take, a warrior with 0% armor in each category would perform like he has 50% armor in every category when zerking.
with 50% armor the warrior performs as if he has 75% armor.
70% armor equal 85% armor.
so zerking with slow is extremely powerful.
increasing stunning shield use price is just one step, in long term (on next trelase zerking itself gets 50 gold more expensive (the zerker-sword in shop get -1 damage and +10 gold price)
about the fun factor:
i hope the next map will give you back the fun

it may still take some time
The best bet is your own, good Taste.