SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

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Mabuse
Posts: 2271
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.1.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

As a Project i want to show Replay of all other Maps in Solo Mode.

As Solo-Play is now Fun with 6.1.1

SXRPG Isle Of Dread, Ghoul, Warrior, Solo, Grandmaster, Turns 62 Isle Of Dread is a kinda cramped Map with Tons of Bosses and fast Flyers at more or less tight Space. Can be nasty at Times.
Not the Strongest Bosses in the Endgame, but also not all Armor Items.

Again i chose Warrior for the Fun. This Time its the amazing Ghoul, with free Fearless, a magical default Weapon (poison gets adapted in SXRPG to magical).
Fire as main Weapon. Rage works well for the Warrior.

Since it was Grandmaster the Priority was to gather all Map-Resources, and i also played the Map in a Way that i never played before, but glad it finally makes Sense. ;)

Again take it with a grain of Salt, there was some reloading involved, but thats not nessesarily a bad Thing. Just a show-case of a possible Route.
I found two Bombs which helped to take down the last Boss.
The best bet is your own, good Taste.
Mabuse
Posts: 2271
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.1.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Next Solo Map,

Sanctum of Shadows, SXRPG 6.1.1
not exactly a SpeedRun with 81 Turns, but was as fast as i can get this time.
maybe warrior would be faster.

the map itself works and was fun, but is maybe a bit too linear

Inferno-Drake-Mage for the Convenient Play, ended up with 9 Potion Slots, 9 move after kill, 900+ max mana (on the last turn, was never full though)
and luckily i found a BOW.
The best bet is your own, good Taste.
Mabuse
Posts: 2271
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.1.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

The Silver Order has sent a punitive expedition against the uprising chaotic activities in the northern Borderregions.

Led by a GrandWizard of the Holy Order, supported by 2 Inferno-Mages and 2 Marshalls of the Realm

Sanctum Of Shadows, 5 Players, Grandmaster, 80 Turns.
So ofc Group-Games have to be played different, with regen-ability as mandatory ability and stuff, i have to say that the Teleport and Spirit Link Mechanic turned out to be very convenient, making Group Games very smooth to play, with the recent nerfs in solo play, i think a strong group may turn out better results.

i the game everything was fine except the last battle, where ifound out that i cannot harm the last boss, but a solution was found. also i woke up the dragon ... ofc a lot of realoding was invloved, this is just a study case for balance.

i encountered 2 minor /item-related) Bugs (maybe more) which will be fixed shortly.
(teleport item not grant spirit link, attack spell item is outdated descriptionwise and can be taken even if ability is already present)
The best bet is your own, good Taste.
Mabuse
Posts: 2271
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.1.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Two more games

Temple of Bones Balance Test form version 6.2.2.

This one shows that even with spilling more bosses and stronger Bosses as well as the in 6.1.1 invented -3 gold from kill for solo player,
you can still get through in good time, ofc i also get more expierienced, but this run was a breeze, (realoading as usual involed), showing the strengh of warrior.

SXRPG 6.2.2 Temple of Bones, Ghoul Warrior, Solo. Grandmaster, 62 Turns
(Level 0 start (standard setting))

Temple of Bones Balance Test form version 6.2.2.

as a second test to test "end game" a bit more and the stronger boss progression i had to set up a "Level4" game, which is accessible in advanved game option,

"level 4 start" emulates a turn 40 start, so it skips the basic hero development (by giving gold), but also adds strengh to the enemies, i really rushed through the early game, since the stats of the early bosses/enemies were boosted, but the "type" were still on the weaker side, but "the wall" hit harder as i entered the mid/end game area.

in the end-game (at least for warrior) armor-values become more important so these had to be developed in order to keep up, still the game was well playable and showed that the game can be won also against "oversized" bosses. the random boss strengh progression was noticeable and fit well into the game. game was done in turn 56 (equals turn 96 in creep/boss strengh).

this insight how smooth battles against 1600 HP bosses will be like, and what happens if ai spams 980 hp bosses, made me quite confident that even longer runs (bigger maps) will be playable (and fun).


still it proved that something could be made in the final areas, to make the life of the hero's more miserable, so i think i will make better use of the resources (in form of bosses) that i already placed on the maps. so there might be a counter attack once players enters a certain area (or kill certain enemies) and/or release some "guadian ai's" from their guard mode.


the end game may need some more stuff for hero development beside buying pots, buying other weapons, damage and hp though
most important thing in end game is armor

so i think we may add a new, COSTLY ability like "plate armor" which grants +3 Armor slots, to allow for more hero development in late game
and/or more (expensive) armor-related ITEMS to be bought in ITEM shop
The best bet is your own, good Taste.
Mabuse
Posts: 2271
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.1.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Balance Test 6.3.3

Evil Dead Map this Time, map is strongly non-linear and a bit slow paced, i even missed a chest right at the beginning
Bosses like crazy and i had to run away from the early spawned Dragons, because my main weapon was a fire-sword.

69 turns though, and i had to used most map resources and without the undeadbane sword it would ave been eben longer.

Was a test on the new "machanic" works out, on this map its a bit more subtle.
(the map shows 6.2.3 bcause i didnt update version number)
The best bet is your own, good Taste.
Mabuse
Posts: 2271
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.4.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Balance Test 6.4.1

Both Games activated Deterministic Mode (noluck) on turn 2
(Is considered much easier, since you can eleminate all risk management and dont need to keep HP-Buffer)

Wizard Of War2 81 Turns
The mighty Paladin: Paladin top choice for Arcane Start. Used 3 Weapons in Endgame though.
Final Boss was softed up with 2 Bombs, but Paladin had top resistances against it anyways.

Thats Version 4.2.1, Version 6.4.2 has only minor (but important) differences. (Version 6.3.3. had an OP Silver Dragon)
Conclusion: Its ok, maybe i should restrict Cauldrons to give maxup to 2 Cyan Pots though, as it rushes early game too much.
Since you need only arcane for quite an ok'ish time you can cut through the undead.



The Evil Dead 80 Turns
Paladin again:
SXRPG The Evil Dead Solo Warrior Turn 74.gz
(967.34 KiB) Downloaded 1 time
For arcane start Paladin is top choice. The Final Boss is nasty, but i found a Bomb to soften it, else it would have been easily longer.
Also here was a minor trigger fault, so the 6.4.2 will behave in a minor but important detail differently.
(despite the title the game went 80 Turns, as i remembered the bomb too late)
The best bet is your own, good Taste.
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