SX RPG ADD ON 4.9.10 - now on 1.10.x Server.
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
ok. will be done in a few hoursHex wrote: BTW, if those "70% damage" tags don't do anything, and just indicate magical, I could see going without them.
well, slow is ADDABLE, but in the actual case you added magical, which will delete the previous specials.Hex wrote: Also, my warrior purchased magical for his sword with slow, and lost slow, even though I have the "slow is a free addon" ability.
red the head-note in specials shop.
Last edited by Mabuse on March 23rd, 2012, 3:28 pm, edited 1 time in total.
The best bet is your own, good Taste.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
One of the laste balancement rows:
3.9.94i:
---------
3.9.94i:
last row of balance adjustments
- armor system adjusted:
slight negatives cost 20 gold (former: 15)
strong negatives cost 10 gold (former: 15)
resistances greater 80 cost 60+ gold (formerly greater 70)
Purpose: punishment for dodgers (many small negative resistances) is higher
while other units with high negatives are not as much affected
overall performance is the same, but dodgy units make a slight loss
- all default (non shop) weapons get +1
Purpose: support individuality of units
- poison gets replaced by magical
Purpose: Make the poison weapons more useful since
poison is basically meaningless in SX
- the ability point in shop cost now 100 Gold (former 80)
- intelligence trait gives +1 ability point (former 2)
Purpose: make it harder to perfom a dauntless/steadfast combination
make choice of ability in general more valueful
in the old version it was like getting all abilities
(especially intelligence was too useful)
in the end: less ability-points make the abilities more unique
and valueful
- terrain training: you may be able to train terrains even if the movement cost is 1
but the terrain defense is below 40%
Purpose: let the player decide wether he buys AGILITY for an ability point,
or just raise 1-2 single terrains to 40%
so the direction goes to less available ability-points, so you have to selct more carefully and think more about it. after all, the abilities are very cheap
also units with nagative resistances got punished a bit more, while dodgers (and skeletons as well) got hit the hardest.
also the new possibility to train terrains with less then 40% def but 1 movement cost, allows some units to renounce on AGILITY - and save an ability point for that.
which will also make the differences among the unit broader.
3.9.94i:
---------
3.9.94i:
last row of balance adjustments
- armor system adjusted:
slight negatives cost 20 gold (former: 15)
strong negatives cost 10 gold (former: 15)
resistances greater 80 cost 60+ gold (formerly greater 70)
Purpose: punishment for dodgers (many small negative resistances) is higher
while other units with high negatives are not as much affected
overall performance is the same, but dodgy units make a slight loss
- all default (non shop) weapons get +1
Purpose: support individuality of units
- poison gets replaced by magical
Purpose: Make the poison weapons more useful since
poison is basically meaningless in SX
- the ability point in shop cost now 100 Gold (former 80)
- intelligence trait gives +1 ability point (former 2)
Purpose: make it harder to perfom a dauntless/steadfast combination
make choice of ability in general more valueful
in the old version it was like getting all abilities
(especially intelligence was too useful)
in the end: less ability-points make the abilities more unique
and valueful
- terrain training: you may be able to train terrains even if the movement cost is 1
but the terrain defense is below 40%
Purpose: let the player decide wether he buys AGILITY for an ability point,
or just raise 1-2 single terrains to 40%
so the direction goes to less available ability-points, so you have to selct more carefully and think more about it. after all, the abilities are very cheap
also units with nagative resistances got punished a bit more, while dodgers (and skeletons as well) got hit the hardest.
also the new possibility to train terrains with less then 40% def but 1 movement cost, allows some units to renounce on AGILITY - and save an ability point for that.
which will also make the differences among the unit broader.
The best bet is your own, good Taste.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
If you cannot appreciate the not so subtle humor of someone like me, who has beaten these maps many times on Mad mode, playing with beginner level, and still getting my Wose burned to a crisp, you can "fudge" off.Hex wrote:Even on expert I have more then enough gold to take care of such weaknesses, so for you to not do so on beginners is sad.MCP wrote:I started a Wose
You missed the part where I said 'For Fun.'
p.s. I reloaded from that turn and killed the dragon, went on to kill the orcs, and am currently working my way to the first necromancer.
I like the new enemies in Evil Dead.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
@MCP I can't believe how many times you beat them. I can't even beat EvilDead on Experienced with a rougemage marshall
EDIT: started a new EvilDead game with a rougemage Fencer. Currently at turn 34 and doing great.
@Mabuse rougemage is totally awesome. Thank you for adding it
EDIT: started a new EvilDead game with a rougemage Fencer. Currently at turn 34 and doing great.
@Mabuse rougemage is totally awesome. Thank you for adding it
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?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
Do negative resistances cost armor slots??
Please tell me what you think of my dauntless and steadfast suggestion.
Please tell me what you think of my dauntless and steadfast suggestion.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
When I played last night, they didn'tHex wrote:Do negative resistances cost armor slots??
EDIT: But I may not have the latest version...I did last night, but I think he released another since then.
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?
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
I would like to c a rider class (more movement after kill,more damage with charge) instead of a roguemagewarriorcleric class.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
well, i could make it that units with 8 default moves or higher get +1 move after kill.
that would anyway make some sense
but has no influence on the classes:
the classes are in general divided into:
1) ranged
2) melee
3) both
1) armor type
2) magic type
if you combine these 2 you get the actual classes
if dont know how a "rider"-class should fit into this concept.
you cannot forge a class around a single weappon special
(that isnt too powerful either)
will the rider class has armor or not? or magic?
what prevents you simply selecting a warrior if you have a cavalry-unit?
also, more-damage with charge? for free, or also on retaliation?
i might think about giving high-movement units, a +1 kill-move-bonus by default
(and the other ones may achieve it after getting 15 moves total)
that would anyway make some sense
but has no influence on the classes:
the classes are in general divided into:
1) ranged
2) melee
3) both
1) armor type
2) magic type
if you combine these 2 you get the actual classes
if dont know how a "rider"-class should fit into this concept.
you cannot forge a class around a single weappon special
(that isnt too powerful either)
will the rider class has armor or not? or magic?
what prevents you simply selecting a warrior if you have a cavalry-unit?
also, more-damage with charge? for free, or also on retaliation?
i might think about giving high-movement units, a +1 kill-move-bonus by default
(and the other ones may achieve it after getting 15 moves total)
The best bet is your own, good Taste.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
@Mabuse
Do negative resistances cost armor slots??
Please tell me what you think of my dauntless and steadfast suggestion.
Do negative resistances cost armor slots??
Please tell me what you think of my dauntless and steadfast suggestion.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
about dauntless or steadfast.
the suggestion is interesting -
but they will stay for now as they are.
some cons against against your suggestion:
- that 20% or 30% become the magical numbers is true.
however that also means you actually need to INVEST some money and armor slots beforehand.
so to get the maximum/any effect out of it.
- this is also a punishment for unit with very high default armor, that have only a few armor slots to distribute. a ghost (armor class) is forced to get fire and arcane resist to 20% else these abilities have no effect for it.
the suggestion is interesting -
but they will stay for now as they are.
some cons against against your suggestion:
- that 20% or 30% become the magical numbers is true.
however that also means you actually need to INVEST some money and armor slots beforehand.
so to get the maximum/any effect out of it.
- this is also a punishment for unit with very high default armor, that have only a few armor slots to distribute. a ghost (armor class) is forced to get fire and arcane resist to 20% else these abilities have no effect for it.
The best bet is your own, good Taste.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
This suggestion would help units with low resistance the most. Units with high armor can't get many armor slots anyway using your system, and wouldn't benefit for most of their resistance types since it would still be capped at 50%. Where as units with very low resistance could really appreciate this, especially if you reduced the number of armor slots overall.
@Mabuse
Do negative resistances cost armor slots? If they are still free, please explain this discrepancy between that and you being against my suggestions for dauntless and steadfast. Also, please don't make me repeat questions over and over, considering the shortness of my posts and repetition, you couldn't have possibly missed it.
@Mabuse
Do negative resistances cost armor slots? If they are still free, please explain this discrepancy between that and you being against my suggestions for dauntless and steadfast. Also, please don't make me repeat questions over and over, considering the shortness of my posts and repetition, you couldn't have possibly missed it.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
3.9.95j:
- lightfoot-ability gets discarded, instead SKIRMISHER added for 75 gold
(of course units with skirmischer ability cannot buy the ability in shop then)
- drains, backstab and poison weapons get an additional +2 damage, and their special
is replaced by magical
- not luck mode: "unluckyfied" magical objects are not displayed as weapon special
- slight improvement of terrain training display
3.9.96k:
Ability Prices adjusted:
- dauntless price set to 150 gold (old: 100)
- steadfast price set to 100 gold (old 100) - no change
- skirmisher price set to 100 gold (old: 75)
- fearless pricce set to 100 gold (old: 75)
- agility price set to 75 gold (old: 50)
reforging adjustments:
------------------------
blade DEFAULT weapons get +1 damage
pierce DEFAULT weapons get +1 damage
impact DEFAULT weapons get +1 damage
fire DEFAULT weapons get +0 damage
cold DEFAULT weapons get +0 damage
arcane DEFAULT weapons get +0 damage
- lightfoot-ability gets discarded, instead SKIRMISHER added for 75 gold
(of course units with skirmischer ability cannot buy the ability in shop then)
- drains, backstab and poison weapons get an additional +2 damage, and their special
is replaced by magical
- not luck mode: "unluckyfied" magical objects are not displayed as weapon special
- slight improvement of terrain training display
3.9.96k:
Ability Prices adjusted:
- dauntless price set to 150 gold (old: 100)
- steadfast price set to 100 gold (old 100) - no change
- skirmisher price set to 100 gold (old: 75)
- fearless pricce set to 100 gold (old: 75)
- agility price set to 75 gold (old: 50)
reforging adjustments:
------------------------
blade DEFAULT weapons get +1 damage
pierce DEFAULT weapons get +1 damage
impact DEFAULT weapons get +1 damage
fire DEFAULT weapons get +0 damage
cold DEFAULT weapons get +0 damage
arcane DEFAULT weapons get +0 damage
The best bet is your own, good Taste.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
no they dont cost armor slots.Hex wrote: @Mabuse
Do negative resistances cost armor slots? If they are still free, please explain this discrepancy between that and you being against my suggestions for dauntless and steadfast. Also, please don't make me repeat questions over and over, considering the shortness of my posts and repetition, you couldn't have possibly missed it.
i ll explain this later.
The best bet is your own, good Taste.
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
How about to replace the quick condition (mov +1 only) with rider wich make charge move based (used movement point while attack give extra damage) and extra movement after kill based on max movement?
Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.
i see. but no.Hex wrote:This suggestion would help units with low resistance the most. Units with high armor can't get many armor slots anyway using your system, and wouldn't benefit for most of their resistance types since it would still be capped at 50%. Where as units with very low resistance could really appreciate this, especially if you reduced the number of armor slots overall.
dauntless and steadfast are not abilities that simply give away 12 armor slots for free for a cheap price.
instead they create a "virtual" armor by doubling the existing armor up to a maximum of 50.
so if you have 30% armor doubled up to 50%. and then get an item that increases resistance of that type by 20% you wont have any effect.
theres a significant difference.
if i would simply make it a +12 armor slot variant then +2 armor slot hvy armor of warrior would simply look silly in comparison.
also the use of the abilities would be a complete difference. by now, you distribute your armor before dauntless and steadfast. with your suggestion it woud be the first thing to buy.
so, dauntless and steadfast will stay the same as their original cousins from wesnoth, since it is a way to create "virtual" armor. but it will not become a flat +20% on everything and equal 12 armor slots for free.
The best bet is your own, good Taste.