SXRPG Version 7.0.8b -- 1.18 Server
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Re: SXRPG Version 7.0.2 -- 1.18 Server
so this will be it for some time i guess. also i have not beaten the map yet for myself. since i was busy preparing for last changes.
the actual map will prepare players to adapt their style for more diversification weapon-wise.
also i think i will make a new map, the next one will be the "journey series" and some kind of inspired by "mountains of doom" an old sx-map. but it will be a bigger scale. and ofc different
after that i think i will try something massive with sort of quest system and dynamic areas. somehow, .. or not. a siege map with a nice enviroment
the actual map will prepare players to adapt their style for more diversification weapon-wise.
also i think i will make a new map, the next one will be the "journey series" and some kind of inspired by "mountains of doom" an old sx-map. but it will be a bigger scale. and ofc different
after that i think i will try something massive with sort of quest system and dynamic areas. somehow, .. or not. a siege map with a nice enviroment
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.2 -- 1.18 Server
SXRPG Version 7.0.2
That far the new map is fantastic, probably the best.
Our first try: I wonder if there is something u may add to prevent the players to get doubled killed. Maybe u can turn them into stone at the starting shop when they re spawn with 1hp and it's not their own turn.
I also was thinking about getting full healed that that may not be enough also maybe to good and abused when you play with inf life -> free teleport and heal, a gold subtraction might do it. But if you rather want to heal yourself by regen or heal spell then it's sucks.
About Ranger: I think the debuff is fine - but I feel the identity change a bit maybe u want to leave 1 move after kill over the 20% move-spell cost reduction
- also wasn't, my Silver Mages, tele not buffed by the 20% move-spell cost reduction?
A minor description error I noticed: For Cleric, the weapon special Rage is referring to blessing, however for Cleric it got renamed to Sanctification.
That far the new map is fantastic, probably the best.
Our first try: I wonder if there is something u may add to prevent the players to get doubled killed. Maybe u can turn them into stone at the starting shop when they re spawn with 1hp and it's not their own turn.
I also was thinking about getting full healed that that may not be enough also maybe to good and abused when you play with inf life -> free teleport and heal, a gold subtraction might do it. But if you rather want to heal yourself by regen or heal spell then it's sucks.
About Ranger: I think the debuff is fine - but I feel the identity change a bit maybe u want to leave 1 move after kill over the 20% move-spell cost reduction
- also wasn't, my Silver Mages, tele not buffed by the 20% move-spell cost reduction?
A minor description error I noticed: For Cleric, the weapon special Rage is referring to blessing, however for Cleric it got renamed to Sanctification.
Re: SXRPG Version 7.0.2 -- 1.18 Server
hey. great to see a replay. will watch it asapSkyend wrote: April 23rd, 2026, 6:18 am About Ranger: I think the debuff is fine - but I feel the identity change a bit maybe u want to leave 1 move after kill over the 20% move-spell cost reduction
- also wasn't, my Silver Mages, tele not buffed by the 20% move-spell cost reduction?
yes, im quite torn actually. maybe keeping him with +1 killmove is better.
for now i uploaded 7.0.3 that fixes the telport-issue (and other potencial problems you mentioned)
ranger is difficult class to estimate. for sure they have the most powerful wepon upgrades. but they are expensive as ....
e.g. getting focus + hail of arrows cost about 500 gold, and put your damage around x3
while warrior pays for rage 300 gold, which also puts his damage x3
warrior could add Criticalhit, while ranger can slap precision on top of it. precision is better, making ranger being the strongest
ofc that is only half the truth since ranger-slow cost 50 less, and most of the fire/cold/arcanes shop weapons cost less. (so overall the disadvantage is maybe -50 to -100). but just for stacking damage up ranger has a harder life.
and ranger depends like warrior on stacking damage, since he cannot use attack-spell(s) like to compensate
so its a more difficult task for ranger to develop different damage types
so for version 7.0.4 - i agree with scrapping movement bonus and add killmove
so ranger can save 50 bucks and ability point on that matter which makes the classes anyway more interesting due to more differences.
Last edited by Mabuse on April 23rd, 2026, 7:42 am, edited 2 times in total.
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.4 -- 1.18 Server
----------------------
Current Version:7.0.4
ESSENTIAL GAMEPLAY UPDATE
Not compatible with 6.X.X Version
----------------------
7.0.3
------------
- bug with ranger class fixed
7.0.4
------------
- ranger gets back its +1killmove and lose his +20% movement bonus
to preserve class-identify
Current Version:7.0.4
ESSENTIAL GAMEPLAY UPDATE
Not compatible with 6.X.X Version
----------------------
7.0.3
------------
- bug with ranger class fixed
7.0.4
------------
- ranger gets back its +1killmove and lose his +20% movement bonus
to preserve class-identify
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.4 -- 1.18 Server
also remember regarding the DIFFICULTIES, every new map must be seen a a complete new game.
so in case you dont know that map and really want to explore more and stuff i can recommend going casual or even apprentice.
its still not said that you will win.
so going casual/apprentice will help you compensate one bad weapon choice and allow you to get more weapons
i would be even surprised if you would win the map going apprentice or casual on your first run.
so in case you dont know that map and really want to explore more and stuff i can recommend going casual or even apprentice.
its still not said that you will win.
so going casual/apprentice will help you compensate one bad weapon choice and allow you to get more weapons
i would be even surprised if you would win the map going apprentice or casual on your first run.
Last edited by Mabuse on April 23rd, 2026, 8:08 am, edited 1 time in total.
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.4 -- 1.18 Server
We just died, but today evening will be next try
Maybe Wose too, the Regen buff is interesting.
Re: SXRPG Version 7.0.4 -- 1.18 Server
Yeah, that makes sense, but for us it's more fun to face it at the highest difficulty. Just a different mindset. It's all right if we die a couple of times or won't make it at the end.Mabuse wrote: April 23rd, 2026, 8:05 am also remember regarding the DIFFICULTIES, every new map must be seen a a complete new game.
so in case you dont know that map and really want to explore more and stuff i can recommend going casual or even apprentice.
its still not said that you will win.
so going casual/apprentice will help you compensate one bad weapon choice and allow you to get more weapons
Re: SXRPG Version 7.0.4 -- 1.18 Server
im looking forwardSkyend wrote: April 23rd, 2026, 8:10 am Yeah, that makes sense, but for us it's more fun to face it at the highest difficulty. Just a different mindset. It's all right if we die a couple of times or won't make it at the end.
but as said, the hightest difficulty is probably not winable anyways.
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.4 -- 1.18 Server
Well, after a test this night, there will be some minor changes to the map and some units (units wont change, but new will be added, for recorded game compatibility),
the map itself is ok so far and works, but there may be a bug that needs to be sorted out, a bottleneck that annoys me, some "wrong" units, not optimal recruit list (lategame). late game gets some more crisp, at one point i guess player may need some cyan pots to be able to flow.
the starting area will not change
so next version will be upped when its done. which will be definately today
also i guess
- ankh of life gets +1 HP on kill just for the flavour
- disabling charge should have been for free, actually it costs stamina, so it will be changedto be free of cost only activation of charge will cost stamina
- inventory will show HP-On-KILL as number
other wishes pls put in this thread, they will/may be considered sooner or later in one way or another
the map itself is ok so far and works, but there may be a bug that needs to be sorted out, a bottleneck that annoys me, some "wrong" units, not optimal recruit list (lategame). late game gets some more crisp, at one point i guess player may need some cyan pots to be able to flow.
the starting area will not change
so next version will be upped when its done. which will be definately today
also i guess
- ankh of life gets +1 HP on kill just for the flavour
- disabling charge should have been for free, actually it costs stamina, so it will be changedto be free of cost only activation of charge will cost stamina
- inventory will show HP-On-KILL as number
other wishes pls put in this thread, they will/may be considered sooner or later in one way or another
will be considered.Skyend wrote: April 23rd, 2026, 6:18 am I wonder if there is something u may add to prevent the players to get doubled killed. Maybe u can turn them into stone at the starting shop when they re spawn with 1hp and it's not their own turn.
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.4 -- 1.18 Server
Version 7.0.4
Difficulty: Uncontested
State: died
Map: VI
2p: Dwarvish Sentinel as Cleric, Drake Enforcer as Warrior
Showcasing heal-spell vs Regen Ability and a pretty interesting way to play from matto with no weapon upgrade.
Difficulty: Uncontested
State: died
Map: VI
2p: Dwarvish Sentinel as Cleric, Drake Enforcer as Warrior
Showcasing heal-spell vs Regen Ability and a pretty interesting way to play from matto with no weapon upgrade.
Re: SXRPG Version 7.0.4 -- 1.18 Server
thx for the replay. i see that (small) iceball or (small) arcaneball gfx are not displayed, looked for it, and found a typo that prevented the gfx from being displayed.Skyend wrote: April 24th, 2026, 7:32 pm Showcasing heal-spell vs Regen Ability and a pretty interesting way to play from matto with no weapon upgrade.
SXRPG_Chapter_VIMountains_of_Ulthar_Turn_22_(32832).bz2
is alreadfy fixed. and next update coming in few mins.
about no upgrades, well, thats not recommended
now i see where he comes from and yes, why not trying that out (and i also forgot getting magical in a test game (which i lost due to that)), even a "not upgraded weapon", can be useful against weak enemies.
but its important to have a somewhat reliabale CTH
you can calculate tresholds when it makes sense for ALL Weapons
1 weapon: adding 1xmagical or 1xstrike: if 3 strikes are reached (= always better use magical)
2 weapon: adding 2xmagical or 1.5xstrike: if 4 strikes are reached
3 weapon: adding 3xmagical or 2.5xstrike: if 5 strikes are reached
4 weapon: adding 4xmagical or 3xstrike: if 7strikes are reached
- however, 4 weapons is not viabale, the high tier maps (ulthar being the frist) will require 3 weapons, and more can be found, and while you may PLAN for 3 weapons, you cannot develop them all at the same time, you need to start with the ones first that you need first, e.g. you wanna burn down plants reliably then you use FIRE and upgrade that first, but as said, once you have 5 strikes you can give them all magical
- next thing is, you rarely need more than one mundane (= NOT fire, cold or arcane) weapon and elemental or arcane weapons in shop often come along with magical already. so usually there is no question getting magical for fire, cold or arcane. once you want to use the mundane weapon it is already strong enough to be upgraded with magical without thinking much about it. ofc it would be cool to have fully upgraded weapons for all damage types.
- so yes for tanking or taking out small enemies at the very start of the game, you dont need to upgrade ALL of your weapon at once, but any weapon used for attack need AT LEAST a reliable CTH to be successful. so once you want to start using a weapon ACTIVELY in offense it NEEDS a good CTH.
- and if we go even further and see that warrior has the CHEAPEST upgrades (e.g. +100% damage for 150 bucks with CHARGE), and the only reason NOT to go on that route would be because you cannot use RAGE then, which is +200damage for 300 Bucks and less luck dependent, you see that warrior benefits greatly from cheap upgrades. for 300 bucks warrior can add 70% CTH and +100% damage to ONE weapon.
warrior really has no reason to renounce on upgrades. not for all weapons at once though, but for the certain tasks that are planned.
in team you also have the option to coorporate and can develope different damage-types.
not having magical or better CTH special will most likely ensure failure.
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.4 -- 1.18 Server
Hm yeah at one point u need a reliable weapon to kill on offense. Still a pretty nice early tactic. Maybe he could have bought one of the magical weapons early, but without upgrading yet to make the transformation easier. (Would be also crazy if we find a strong weapon before that
)
--> In a group of maybe 3 this could be very possible if the others go for early game fast development while he will be taking over in the mid game (not sure if it's doable with only 2p)
--> In a group of maybe 3 this could be very possible if the others go for early game fast development while he will be taking over in the mid game (not sure if it's doable with only 2p)
Re: SXRPG Version 7.0.5a -- 1.18 Server
----------------------
Current Version:7.0.5a
ESSENTIAL GAMEPLAY UPDATE
Not compatible with 6.X.X Version
----------------------
7.0.5a
------------
- some polish for the new Map, Mountains of Ulthar
- new units were added, so this update is essential
- Ankh of Life +1 temporary HP after Kill
- disable charge will not cost stamina
- fixed Typo that prevented iceball+araneball gfx from being displayed
(player abilities)
Current Version:7.0.5a
ESSENTIAL GAMEPLAY UPDATE
Not compatible with 6.X.X Version
----------------------
7.0.5a
------------
- some polish for the new Map, Mountains of Ulthar
- new units were added, so this update is essential
- Ankh of Life +1 temporary HP after Kill
- disable charge will not cost stamina
- fixed Typo that prevented iceball+araneball gfx from being displayed
(player abilities)
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.5a -- 1.18 Server
we should play together one day. as i often play solo and testing the map in group alone is possible but even more complex.Skyend wrote: April 25th, 2026, 6:13 am --> In a group of maybe 3 this could be very possible if the others go for early game fast development while he will be taking over in the mid game (not sure if it's doable with only 2p)
i would say, to proof that it is doabale Grandmaster difficulty is enough though, and if we take into account that we cant save-scum and start over critical turns, in case of bad decisions, i would even assume that EXPERT or EXPIERIENCED are good to go difficulties
so i can join the play test.
ofc i dont know a good strategy for group play yet
Last edited by Mabuse on April 25th, 2026, 9:39 am, edited 1 time in total.
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.5a -- 1.18 Server
Sure would be fun. Atm there are also other interested in SXrpg as mmmax, maybe u find some online to play.
Currently I'm only playing it as 2p with matto he is dry on time - well I'm kinda too. So we prefer it only the 2 of us to save time.
Honestly I think there are cool possibilities in a bigger group, if not all of us basicly playing it as a solo adventure.