SXRPG Version 6.9.5 -- 1.18 Server
Moderator: Forum Moderators
Re: SXRPG Version 6.5.0 -- 1.18 Server
well, well, i guess i should sleep more
this one was a bit nasty to track down
however, NOW everything SHOULD work as exspected
but ofc, tests will be made for all maps
i hope all works well and next step will be another MAP.
----------------------
Current Version:6.5.0
ESSENTIAL GAMEPLAY UPDATE
----------------------
6.5.0
-------
bugfix:
--------
- fixed TYPO Bug, in which "Y" was used instead of "y" for varius triggers in "TempleOfBones" and "SanctumOfShadows"
which messed up a lot of triggers, causing them to trigger in unwanted situations
which either led to being the trigger is disabled (due to one-time use), or trigger is activated too early which
would unleash strong units too early
Balance:
---------
- Fire Titans recieve retaliation for their Fire-Melee attack.
- Fire Titans recieve +1 movement.
- slight changes to SanctumOfShadows and WizardOfWar (some slight buffs to some bosses)
this one was a bit nasty to track down
however, NOW everything SHOULD work as exspected
but ofc, tests will be made for all maps

i hope all works well and next step will be another MAP.
----------------------
Current Version:6.5.0
ESSENTIAL GAMEPLAY UPDATE
----------------------
6.5.0
-------
bugfix:
--------
- fixed TYPO Bug, in which "Y" was used instead of "y" for varius triggers in "TempleOfBones" and "SanctumOfShadows"
which messed up a lot of triggers, causing them to trigger in unwanted situations
which either led to being the trigger is disabled (due to one-time use), or trigger is activated too early which
would unleash strong units too early
Balance:
---------
- Fire Titans recieve retaliation for their Fire-Melee attack.
- Fire Titans recieve +1 movement.
- slight changes to SanctumOfShadows and WizardOfWar (some slight buffs to some bosses)
The best bet is your own, good Taste.
Re: SXRPG Version 6.5.0 -- 1.18 Server
No Luck still bugged.
- it wont properly calculate if CTH specials are added AFTER activating no luck mode
- weapon specials can be added over and over if noluck mode is active
needs to get fixed
- it wont properly calculate if CTH specials are added AFTER activating no luck mode
- weapon specials can be added over and over if noluck mode is active
needs to get fixed
The best bet is your own, good Taste.
Re: SXRPG Version 6.6.1 -- 1.18 Server
----------------------
Current Version:6.6.0
ESSENTIAL GAMEPLAY UPDATE
----------------------
6.6.0
-------
bugfix:
--------
- noluck mode fixed, there was a bug that post-added CTH-specials were not taken into account, leaving later upgraded weapons useless in no-luck mode
- prevent that already taken weapon special show up again when using no-luck mode
balance:
---------
- warriors and roguewarriors have again access to berserk special
(i thought it was useless, but it might be useful to take down mage-like units/weak melee units (as in regular game) that just try to slow down attacker to survive
so it can be a tactical tool, e.g. for dual-wielders like rogue warriors.
----------------------
Current Version:6.6.1
Bugfix
----------------------
6.6.1
-------
bugfix:
--------
-SanctumOfShadows fixed Typo regarding 'Pitdemons' resulting in Unit not being spawned and Error Message
noluck mode works fine now though
Current Version:6.6.0
ESSENTIAL GAMEPLAY UPDATE
----------------------
6.6.0
-------
bugfix:
--------
- noluck mode fixed, there was a bug that post-added CTH-specials were not taken into account, leaving later upgraded weapons useless in no-luck mode
- prevent that already taken weapon special show up again when using no-luck mode
balance:
---------
- warriors and roguewarriors have again access to berserk special
(i thought it was useless, but it might be useful to take down mage-like units/weak melee units (as in regular game) that just try to slow down attacker to survive
so it can be a tactical tool, e.g. for dual-wielders like rogue warriors.
----------------------
Current Version:6.6.1
Bugfix
----------------------
6.6.1
-------
bugfix:
--------
-SanctumOfShadows fixed Typo regarding 'Pitdemons' resulting in Unit not being spawned and Error Message
noluck mode works fine now though

The best bet is your own, good Taste.
Re: SXRPG Version 6.6.1 -- 1.18 Server
So right now i hope everything works as expected.
SanctumOfShadows is a pretty nasty map, btw, but it is the last chapter for now
so its obviously the hardest map
i just got ass kicked by the dragon because i forgot to prepare for it.
but also the early phase is make it or break it.
further Balance changes may include
- Stone Giant may recieve some slight buff like CTH 50% minimum in exchange for retaliation
- item shop is moved to the main shop page
- teleport spell may get higher cost set to 125 mana (or the equivalent of a 10 movement spell, may differ with buffs)
- maybe some other changes to other units
- new item
and i plan to expand late game a bit and give more option to late game players,
so players have more options in late game and make use of additional ability points if they find some.
ofc these will be costly (always keep in mind that price will balance certain things)
so lets brainstorm a bit what could be useful
- another armor ability (+2 or +3 armor slots)
- advanced alchemy which will allow to buy and carry yellow potions and craft bombs (crafting bombs will cost some gold AND mana equivalent for the damage-spell, but it can be used e.g. to store excess mana, if you are at limit, can be only done at shop though)
- advanced Call to Arms and/or Demon Summon Spell (Summon Stronger Mercs/Demons +1lvl) (or boss-like units)
- follow up items (for cuirass, mage staff etc)
ideas or suggestions?
and then a new map will follow
Edit:
-----
also i think that maximum-mana and mana-regeneration will recieve some kind of formula which reduces gains over time, since its linear atm, which is ok, to a certain point, but it should not go too high in a very long game
SanctumOfShadows is a pretty nasty map, btw, but it is the last chapter for now
so its obviously the hardest map
i just got ass kicked by the dragon because i forgot to prepare for it.
but also the early phase is make it or break it.
further Balance changes may include
- Stone Giant may recieve some slight buff like CTH 50% minimum in exchange for retaliation
- item shop is moved to the main shop page
- teleport spell may get higher cost set to 125 mana (or the equivalent of a 10 movement spell, may differ with buffs)
- maybe some other changes to other units
- new item
and i plan to expand late game a bit and give more option to late game players,
so players have more options in late game and make use of additional ability points if they find some.
ofc these will be costly (always keep in mind that price will balance certain things)
so lets brainstorm a bit what could be useful
- another armor ability (+2 or +3 armor slots)
- advanced alchemy which will allow to buy and carry yellow potions and craft bombs (crafting bombs will cost some gold AND mana equivalent for the damage-spell, but it can be used e.g. to store excess mana, if you are at limit, can be only done at shop though)
- advanced Call to Arms and/or Demon Summon Spell (Summon Stronger Mercs/Demons +1lvl) (or boss-like units)
- follow up items (for cuirass, mage staff etc)
ideas or suggestions?
and then a new map will follow
Edit:
-----
also i think that maximum-mana and mana-regeneration will recieve some kind of formula which reduces gains over time, since its linear atm, which is ok, to a certain point, but it should not go too high in a very long game
The best bet is your own, good Taste.
Re: SXRPG Version 6.6.1 -- 1.18 Server
Just some notes,
development continues,
actually i plan to include a set of "follow up" abiities, that require an ability as a requirement
they have OP potencial and are useful, but they also will make you feel miserable because you dont have enough ability points.
also more choices means more opportunity to waste gold on useless things, and lose the game due to that. so buying good stuff too early without having the basic strengh to use it properly will lead to defeat
so this is the actaul list of changes with comments
------------------------
- for less clutter all enemy minor-creeps got rid of their "additional weapons" (e.g. arcane weapon like "dark aura")
(comment: its annoying having useless weapons cluttered over all minor units, they were included in SX inearly days to cope for having only few units with arcane weapons, but its no longer needed. if you manage to become "invulnerable" against certain enemies, so mote it be.
------------------------
- max_mana/mana_rate build up will decline over time coming to a complete stop sooner or later
this means a) fast hero build up is always better b) there will be a limit for max_mana c) after reaching the limit only items can increase max_mana
(comment: since mana is the big problem solver, it may be bad if you could have potencially unlimited mana, and move around the whole map in one turn, so there will be a moment you will hit a wall, and after that it will be very hard to increase mana anymore by spending gold, and after that ITEMS will be the only possibility to increase max_man or mana_rate. so in late game, when shop is running olut of strikes, out of armor etc, also mana increase will come to a stop, making end game a bit more interesting. also lore-wise its ok, and will explain why all the powerful evil mages are mad at getting stronger artifacts and items))
------------------------
- spirit link cost increased by 60%
(comment: felt like we should add a bit challenge for those pesky warriors that dont plan ahead, also its fair that non-mages pay more for teleport)
------------------------
- lightfoot only gives +1 move after kill (formerly +2)
(comment: lightfoot was completely OP, like a no brainer, so its has to get nerfed a bit, but no worry theres a follow up)
------------------------
- roguemages movespell bonus -15% (formerly -20%)
(comment: also this bonus was bit to strong, also neede to balance it out with new abilities)
------------------------
- new ability "advanced alchemy", allows to carry and buy yellow potions and to craft bombs in shop, can be purchased after "alchemy"
(comment: to make late game more interesting a new bunch of abilities were added, the advanced alchemy enabales damage via mana for non-magical units, as well as buying and carrying yellow pots, which has almost potencial to be OP, BUT it also opens up possibiity to throw some really crazy stuff/challenge at the player. potencial problem solver ability, but expensive)
------------------------
- new ability "Heroes of the Realm", allows to summon heroes, can be purchased after "call to arms"
(comment: so i heard mercs were OP (maybe also due to a bug that never got fixed ... until now) so why no add even stronger units. with "heroes of the realm" the player can summon their own bosses able to turn the tide of the battle .. maybe. also the base mechanics will allow to set up large scale battle for upcoming SCN)
------------------------
- new ability "Summon Greater Demon", allows to summon greater demons, can be purchased after "summon demon"
(comment: same as heroes. stronger allies for the mage, with elemental damage.)
------------------------
- new ability "Heavy Armor", gives +3 Armor Slots, can be purchased after "dauntless" or "steadfast"
(comment: sometimes you just need some more armor-points top become invulnerable. so here they are)
------------------------
- new ability "Swiftfoot", gives +1 killmoves, can be purchased after "lightfoot", reduce movespell cost by 20%
(comment: follow up from lightfoot, gives another killmove and make movement easier. )
------------------------
- new ability "divine health", can be purchased after "magic healing"
(comment: you want to waste ability points on healing? no problem with that. divine healing allows to stack up HP on top of you maximum HP. also grants +20% bonus on healing magic.)
------------------------
BUGFIX:
--------------
- non-leader units can now REALLY collect non-unit-modifying ITEMS (like coins)
(comment: oh my god. this really slipped again and again through my fingers. it should have been included ages ago. now i found the one, precious thing that stopped it from working)
------------------------
- fixed bug that could heal mercs even if they wont stand on a shop (and thus have unlimited heal)
(comment: another oh-my-god bug. it enabled heroes to get healed even when not standing on shop, but i next version this is fixed)
------------------------
- new GFX for mercs
(comment: needed because the old sprites are used for heroes
)
------------------------
development continues,
actually i plan to include a set of "follow up" abiities, that require an ability as a requirement
they have OP potencial and are useful, but they also will make you feel miserable because you dont have enough ability points.
also more choices means more opportunity to waste gold on useless things, and lose the game due to that. so buying good stuff too early without having the basic strengh to use it properly will lead to defeat

so this is the actaul list of changes with comments
------------------------
- for less clutter all enemy minor-creeps got rid of their "additional weapons" (e.g. arcane weapon like "dark aura")
(comment: its annoying having useless weapons cluttered over all minor units, they were included in SX inearly days to cope for having only few units with arcane weapons, but its no longer needed. if you manage to become "invulnerable" against certain enemies, so mote it be.
------------------------
- max_mana/mana_rate build up will decline over time coming to a complete stop sooner or later
this means a) fast hero build up is always better b) there will be a limit for max_mana c) after reaching the limit only items can increase max_mana
(comment: since mana is the big problem solver, it may be bad if you could have potencially unlimited mana, and move around the whole map in one turn, so there will be a moment you will hit a wall, and after that it will be very hard to increase mana anymore by spending gold, and after that ITEMS will be the only possibility to increase max_man or mana_rate. so in late game, when shop is running olut of strikes, out of armor etc, also mana increase will come to a stop, making end game a bit more interesting. also lore-wise its ok, and will explain why all the powerful evil mages are mad at getting stronger artifacts and items))
------------------------
- spirit link cost increased by 60%
(comment: felt like we should add a bit challenge for those pesky warriors that dont plan ahead, also its fair that non-mages pay more for teleport)
------------------------
- lightfoot only gives +1 move after kill (formerly +2)
(comment: lightfoot was completely OP, like a no brainer, so its has to get nerfed a bit, but no worry theres a follow up)
------------------------
- roguemages movespell bonus -15% (formerly -20%)
(comment: also this bonus was bit to strong, also neede to balance it out with new abilities)
------------------------
- new ability "advanced alchemy", allows to carry and buy yellow potions and to craft bombs in shop, can be purchased after "alchemy"
(comment: to make late game more interesting a new bunch of abilities were added, the advanced alchemy enabales damage via mana for non-magical units, as well as buying and carrying yellow pots, which has almost potencial to be OP, BUT it also opens up possibiity to throw some really crazy stuff/challenge at the player. potencial problem solver ability, but expensive)
------------------------
- new ability "Heroes of the Realm", allows to summon heroes, can be purchased after "call to arms"
(comment: so i heard mercs were OP (maybe also due to a bug that never got fixed ... until now) so why no add even stronger units. with "heroes of the realm" the player can summon their own bosses able to turn the tide of the battle .. maybe. also the base mechanics will allow to set up large scale battle for upcoming SCN)
------------------------
- new ability "Summon Greater Demon", allows to summon greater demons, can be purchased after "summon demon"
(comment: same as heroes. stronger allies for the mage, with elemental damage.)
------------------------
- new ability "Heavy Armor", gives +3 Armor Slots, can be purchased after "dauntless" or "steadfast"
(comment: sometimes you just need some more armor-points top become invulnerable. so here they are)
------------------------
- new ability "Swiftfoot", gives +1 killmoves, can be purchased after "lightfoot", reduce movespell cost by 20%
(comment: follow up from lightfoot, gives another killmove and make movement easier. )
------------------------
- new ability "divine health", can be purchased after "magic healing"
(comment: you want to waste ability points on healing? no problem with that. divine healing allows to stack up HP on top of you maximum HP. also grants +20% bonus on healing magic.)
------------------------
BUGFIX:
--------------
- non-leader units can now REALLY collect non-unit-modifying ITEMS (like coins)
(comment: oh my god. this really slipped again and again through my fingers. it should have been included ages ago. now i found the one, precious thing that stopped it from working)
------------------------
- fixed bug that could heal mercs even if they wont stand on a shop (and thus have unlimited heal)
(comment: another oh-my-god bug. it enabled heroes to get healed even when not standing on shop, but i next version this is fixed)
------------------------
- new GFX for mercs
(comment: needed because the old sprites are used for heroes

------------------------
The best bet is your own, good Taste.
Re: SXRPG Version 6.7.0 -- 1.18 Server
----------------------
Current Version:6.7.0
GAMEPLAY + BUGFIX
----------------------
6.7.0
-------
GAMEPLAY BALANCE:
------------------
- overworked terrain training distribution, players get 0-6 terrain training depending on their handicap (e.g. ghost get 0 terrain training)
mobile units get in general less terraing training, while more handicaped units get more, resulting in a potencially more fair distribution,
resulting in additional terrain-training may remain useful, even if you start out very mobile
(this will balance units a bit more, as non-mobile units will get potencially more terrain training, while already mobile units will get less)
- spirit link cost increased by 60%
- lightfoot only gives +1 move after kill (formerly +2)
- max_mana/mana_rate build up will decline over time coming to a complete stop sooner or later
this means a) fast hero build up is always better b) there will be a limit for max_mana c) after reaching the limit only items can increase max_mana
- roguemages movespell bonus -15% (formerly -20%)
- scout trait now provides +63% HP (former +49%)
- mercs dont have skirmisher ability anymore
- mercs get a net (ranged, slow) for basic ranged defense and to increase tactical options
- mercs get regen+X instead of regen100 (mercs will (only) recover 40% of total HP per round) up to 100HP per round
- mercs can only be recruited when standing on a shop
- mercs and heroes can use hit/run or movespell ability of player (share players mana-pool)
(was already the case, just mention it)
- new item, mercenary contract, get a mercenary
- new ability "advanced alchemy", allows to carry and buy yellow potions and to craft bombs in shop, can be purchased after "alchemy"
- new ability "Heroes of the Realm", allows to summon heroes, can be purchased after "call to arms"
- new ability "Summon Greater Demon", allows to summon greater demons, can be purchased after "summon demon"
- new ability "Heavy Armor", gives +3 Armor Slots, can be purchased after "dauntless" or "steadfast"
- new ability "Swiftfoot", gives +1 killmoves, reduce movespell/hitrun cost by 20%, can be purchased after "lightfoot"
- new ability "divine health", overrides max HP, +20% healing efficiency, can be purchased after "magic healing"
- new ability "tome of forbidden knowledge", grants +25% max mana and +20% mana regeneration
BUGFIX:
--------------
- non-leader units (demons/mercs) can now REALLY collect non-unit-modifying ITEMS (like coins)
- fixed bug that allowed non-leader units to be upgraded or healed without occupying a shop-tile (other healing is ofc possible)
- new GFX for mercs
- description updated for weaponsmith
- for less clutter all enemy minor-creeps got rid of their "additional weapons"
----------------------
Current Version:6.7.1
GAMEPLAY + BUGFIX
----------------------
6.7.1
-------
- increased cost of "Tome of Forbidden Knowledge" to 200 Gold
- added proper mana-decline for different starting level games
small fix. I decided to restrict the "Tome" to later game stages thus increasing the costs, so players would get other items first,
also forgot to add proper mana decline for starting-levels 1-4, so it was added.
Current Version:6.7.0
GAMEPLAY + BUGFIX
----------------------
6.7.0
-------
GAMEPLAY BALANCE:
------------------
- overworked terrain training distribution, players get 0-6 terrain training depending on their handicap (e.g. ghost get 0 terrain training)
mobile units get in general less terraing training, while more handicaped units get more, resulting in a potencially more fair distribution,
resulting in additional terrain-training may remain useful, even if you start out very mobile
(this will balance units a bit more, as non-mobile units will get potencially more terrain training, while already mobile units will get less)
- spirit link cost increased by 60%
- lightfoot only gives +1 move after kill (formerly +2)
- max_mana/mana_rate build up will decline over time coming to a complete stop sooner or later
this means a) fast hero build up is always better b) there will be a limit for max_mana c) after reaching the limit only items can increase max_mana
- roguemages movespell bonus -15% (formerly -20%)
- scout trait now provides +63% HP (former +49%)
- mercs dont have skirmisher ability anymore
- mercs get a net (ranged, slow) for basic ranged defense and to increase tactical options
- mercs get regen+X instead of regen100 (mercs will (only) recover 40% of total HP per round) up to 100HP per round
- mercs can only be recruited when standing on a shop
- mercs and heroes can use hit/run or movespell ability of player (share players mana-pool)
(was already the case, just mention it)
- new item, mercenary contract, get a mercenary
- new ability "advanced alchemy", allows to carry and buy yellow potions and to craft bombs in shop, can be purchased after "alchemy"
- new ability "Heroes of the Realm", allows to summon heroes, can be purchased after "call to arms"
- new ability "Summon Greater Demon", allows to summon greater demons, can be purchased after "summon demon"
- new ability "Heavy Armor", gives +3 Armor Slots, can be purchased after "dauntless" or "steadfast"
- new ability "Swiftfoot", gives +1 killmoves, reduce movespell/hitrun cost by 20%, can be purchased after "lightfoot"
- new ability "divine health", overrides max HP, +20% healing efficiency, can be purchased after "magic healing"
- new ability "tome of forbidden knowledge", grants +25% max mana and +20% mana regeneration
BUGFIX:
--------------
- non-leader units (demons/mercs) can now REALLY collect non-unit-modifying ITEMS (like coins)
- fixed bug that allowed non-leader units to be upgraded or healed without occupying a shop-tile (other healing is ofc possible)
- new GFX for mercs
- description updated for weaponsmith
- for less clutter all enemy minor-creeps got rid of their "additional weapons"
----------------------
Current Version:6.7.1
GAMEPLAY + BUGFIX
----------------------
6.7.1
-------
- increased cost of "Tome of Forbidden Knowledge" to 200 Gold
- added proper mana-decline for different starting level games
small fix. I decided to restrict the "Tome" to later game stages thus increasing the costs, so players would get other items first,
also forgot to add proper mana decline for starting-levels 1-4, so it was added.
The best bet is your own, good Taste.
-
- Posts: 177
- Joined: April 26th, 2014, 4:44 pm
Re: SXRPG Version 6.7.1 -- 1.18 Server
1. This seems to be too hard even on the easiest difficulty level. Maybe it's because there is only one hero instead of five, maybe because I ponder strategy only a little and focus on role-playing. Hmm, I could try to improve my strategy without ruining the role-play experience or increase my starting gold with debug mode.
2. There is a bug. One turn I had 239 gold. I didn't buy anything that turn. Next turn I had -638 gold because I was killed so many times. Also I couldn't enter the shop because it was occupied by an enemy boss.
2. There is a bug. One turn I had 239 gold. I didn't buy anything that turn. Next turn I had -638 gold because I was killed so many times. Also I couldn't enter the shop because it was occupied by an enemy boss.
There are very much electrochemical currents in my brain.
Re: SXRPG Version 6.7.1 -- 1.18 Server
if that is the case something would be fundamentally wrong with your setup, OR in case you play the newest map, then you have not yet found the right strategy.Spirit_of_Currents wrote: ↑April 9th, 2025, 10:16 am 1. This seems to be too hard even on the easiest difficulty level. Maybe it's because there is only one hero instead of five, maybe because I ponder strategy only a little and focus on role-playing. Hmm, I could try to improve my strategy without ruining the role-play experience or increase my starting gold with debug mode.
but yes, SXRPG offers many ways to waste starting gold, so its perfectly possible to spend the entire gold for useless garbage (at the time of spending at least) and lose - even on easiert difficulty -
a replay would help to analyze
the first thing seem like a bug (as i cant remember that it is intended to strip gold from players in case of death.)Spirit_of_Currents wrote: ↑April 9th, 2025, 10:16 am 2. There is a bug. One turn I had 239 gold. I didn't buy anything that turn. Next turn I had -638 gold because I was killed so many times. Also I couldn't enter the shop because it was occupied by an enemy boss.
but IF it should be the case that a boss block shop (which is perfectly valid) and you get owned in an endless "respawn-and-getting-killed"-downward spiral, than you would have lost this GAME. that is a valid and possible outcome.
so i will look into that matter of losing gold due to getting killed
i will upload a defeat scenario where i resign at turn 112 because enemy strengh would overwhelm me sooner or laster, the main indicator here is im no longer able to kill all creeps with a normal attack anymore, so i have to use mana or potions for killing creeps. analysis tells me going for a 3rd weapon may have been the problem in this run. (the 3rd weapon has a purpose though, so it probably more the time of developing and/or buying the weapon, and wating gold, momentum and strengh due to that.)
DrakeLeader Warror resign at SactumOfShadows on turn 112, Grandmaster Difficulty before getting overwhelmed by Abominations and Slayers
(the general strategy is useable on this map)
NOLUCK Mode was used, which is either easier or harder as i denies LUCK as well as BAD Luck in critical situations, used for balancing purposes.
But in genral it is easier as i makes turn-planning and startegy much easier. so you can always act "at limit".
The best bet is your own, good Taste.
Re: SXRPG Version 6.7.1 -- 1.18 Server
Spirit_of_Currents wrote: ↑April 9th, 2025, 10:16 am 1. This seems to be too hard even on the easiest difficulty level. Maybe it's because there is only one hero instead of five, maybe because I ponder strategy only a little and focus on role-playing.
btw, on solo play there is not much room for roleplay i guess.
hints for advanced players with good setup, but no success in early/mid game
- make use of day/night cycle (it probably much more beneficial to go LAWFUL, because getting a +25% dam bonus while other has -25% damage is very good and for solo maybe mandatory)
- get a damage item asap (+25% damage), sometimes you find it with luck, on other maps its is lying around somewhere on other its guarded, but it is important, and will bring you back into the game
- next strategy may be unlock "cornucopia of fortune" asap, but it is not always easily accessible
- killing leaders early
- kill as much creeps as fast as possible
- get all available chests a soon as possible
- however on the hardest difficulties many many things can make you lose and it may be difficult to analyze at which point the game was already doomed to go down, small things can have huge impact in the long run.
i may add a another difficulty whith more starting gold
Last edited by Mabuse on April 10th, 2025, 6:36 pm, edited 2 times in total.
The best bet is your own, good Taste.
-
- Posts: 177
- Joined: April 26th, 2014, 4:44 pm
Re: SXRPG Version 6.7.1 -- 1.18 Server
1. The option that makes you always defend with a slowing attack is buggy. I bought a shield and a fireblade. I toggled that option on. Later I bought a slows special for the fireblade. Afterwards my hero kept using the shield for defence even when the fireblade would have had higher damage output. Also, I think every melee or ranged counter-attack should be considered if the enemy is already slowed.
2. A suggestion: the game asks the player "Would you like some advice what to buy and what not to buy with your starting gold?"
3. I tried to use my gold as intelligently as possible but still I lost. Maybe it was due to the bugs.
2. A suggestion: the game asks the player "Would you like some advice what to buy and what not to buy with your starting gold?"
3. I tried to use my gold as intelligently as possible but still I lost. Maybe it was due to the bugs.
There are very much electrochemical currents in my brain.
Re: SXRPG Version 6.7.1 -- 1.18 Server
yes, i take it as a hint to update the info which weapons should be used more often throughout the game (e.g. on shop leave and after item pickup),Spirit_of_Currents wrote: ↑April 10th, 2025, 11:33 am 1. The option that makes you always defend with a slowing attack is buggy. I bought a shield and a fireblade. I toggled that option on. Later I bought a slows special for the fireblade. Afterwards my hero kept using the shield for defence even when the fireblade would have had higher damage output. Also, I think every melee or ranged counter-attack should be considered if the enemy is already slowed.
right now the game only checks when activating and deactivating the option, so this could be improved
so you could have solved this by deactivating and reactivating it, but i agree that this should be fixed
some kind of tutorial would be nice i agreeSpirit_of_Currents wrote: ↑April 10th, 2025, 11:33 am 2. A suggestion: the game asks the player "Would you like some advice what to buy and what not to buy with your starting gold?"
many things can lead to a defeat. its quite possible that the things you mentioned lead to your defeat, using a wrong weapon in defense is most likely a game breaker.Spirit_of_Currents wrote: ↑April 10th, 2025, 11:33 am 3. I tried to use my gold as intelligently as possible but still I lost. Maybe it was due to the bugs.
The best bet is your own, good Taste.
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Re: SXRPG Version 6.7.1 -- 1.18 Server
I deactivated and reactivated the option but nevertheless my hero used the shield that did less damage. I tried to play the option deactivated. Then a unit with ghostly resistances attacked my hero and he defended with the shield instead of the fireblade! It seems the fireblade is never used on defence no matter what.
There are very much electrochemical currents in my brain.
Re: SXRPG Version 6.7.1 -- 1.18 Server
maybe the whole option is buggy ONCE activated.Spirit_of_Currents wrote: ↑April 11th, 2025, 6:20 am I deactivated and reactivated the option but nevertheless my hero used the shield that did less damage. I tried to play the option deactivated. Then a unit with ghostly resistances attacked my hero and he defended with the shield instead of the fireblade! It seems the fireblade is never used on defence no matter what.
i use fireblade all the time (without slow/defense) and it works for me,
other possibility: shield is broken
thx for report i will look into the matter.
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EDIT:
OK, found the bug, its in the code, for some reason, when switching back to "normal" defnse, all units with "slow"-special get ignored.
(no real reason for this though)
so in your case, the weapon with no-slow was flagged as "defense 0", and later as slow was added, it get ignored when switchingback to normal.
thats a pretty stupid and nasty bug, considering how long it already is in the game.
i guess it needs to be fixed asap.
thx for report, this is a game breaking bug, that existed for years.
but for now its best to ignore this option.
The best bet is your own, good Taste.
Re: SXRPG Version 6.8.0 -- 1.18 Server
----------------------
Current Version:6.8.0
Bugfix
----------------------
6.8.0
-------
BUG FIX
----------
- Fixed MAJOR Bug with "SLOW DEFENSE" Option, will now work as intended.
- "SLOW DEFENSE" will update on SHOP Leave and Weapon-Pick up. So new Specials and Weapons will be taken into account.
- REVIVE MODE will REALLY no longer penalize GOLD upon Death, just infinite Play
Current Version:6.8.0
Bugfix
----------------------
6.8.0
-------
BUG FIX
----------
- Fixed MAJOR Bug with "SLOW DEFENSE" Option, will now work as intended.
- "SLOW DEFENSE" will update on SHOP Leave and Weapon-Pick up. So new Specials and Weapons will be taken into account.
- REVIVE MODE will REALLY no longer penalize GOLD upon Death, just infinite Play
The best bet is your own, good Taste.
Re: SXRPG Version 6.8.1 -- 1.18 Server
----------------------
Current Version:6.8.1
Bugfix
----------------------
6.8.1
-------
BUG FIX
----------
- Fixed Bug that displayed "critical hit" as an upgrade option for clerics rage
despite the fact that it is shown correctly that RAGE will be deleted upon buying Critical hit,
it should have been never be shown at all in first place, since it is misleading
Current Version:6.8.1
Bugfix
----------------------
6.8.1
-------
BUG FIX
----------
- Fixed Bug that displayed "critical hit" as an upgrade option for clerics rage
despite the fact that it is shown correctly that RAGE will be deleted upon buying Critical hit,
it should have been never be shown at all in first place, since it is misleading
The best bet is your own, good Taste.