SXRPG Version 7.0.8b -- 1.18 Server

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Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.5a -- 1.18 Server

Post by Mabuse »

Skyend wrote: April 25th, 2026, 9:35 am
Mabuse wrote: April 25th, 2026, 8:29 am we should play together one day.
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.
alright then, will maybe go for a group run to ensure its playable.

or ... start another map. after all, its taking always longer than exspected. so why not start earlier. :lol:
The best bet is your own, good Taste.
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.5a -- 1.18 Server

Post by Mabuse »

i just made a quick start of 2 player game, i say 2p game can work very well.
(no replay because i dont want spoiler things - the replay session will open in a few month, or at arrival of new map (and conversion to 1.20 / 1.19))

also progress is a matter of strategy, i never go for gold-abilities like divine-reward or soulstealer, so i need to push for chests and stuff to keep progress (and knowing the ma helps a lot for this),

but using these gold-abilities may allow to linger around a bit longer to pick off stuff as a source of income, so its a pretty valid strategy to explore a new map.
The best bet is your own, good Taste.
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.7 -- 1.18 Server

Post by Mabuse »

so a small fix for some things, these werent game-breaking things, with the most important that yellow pots appear now in drop down menu when carried.
and a misplaced shop (was inaccessible though) on new map was removed. this was spotted earlier and i though i already removed it, and somehow didnt notice on previous runs.

so the new map will remain for now as it is, as it works like intended, and i think it can be beaten on all difficulties. all my tests were made on grandmaster. future updates may cover old maps that get revisited, or we add new things, on player suggestion.



----------------------
Current Version:7.0.7
BUGFIX UPDATE
Not compatible with 6.X.X Version
----------------------


7.0.6
------------

- description of regeneration ability says it gives +3 temp HP, but obviously its 5, and it should be 5.
(fixed, now it displays correct info)

- removed an accidentally placed shop (was inaccessible though, so no harm to gameplay in earlier version (ulthar map)

- description of chain-attack-spell a bit more organized


7.0.7
------------

- yellow pots will now appear in right-click drop down menu
(no need to go into inventory)
The best bet is your own, good Taste.
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.8 -- 1.18 Server

Post by Mabuse »

well seems i found another bug that haunted SXRPG for years now..
along with some minor late game changes for ulthar map and another category for inventory-display


----------------------
Current Version:7.0.8
ESSENTIAL UPDATE
----------------------


7.0.8
------------

- added two new units to ulthar map

- inventory shows mana per level of killed unit

- fixed some desscriptions (e.g. Ranger still stated +20movement bonus, but that was scrapped for +1movekill)

- fixed bug in shop that did not show correct defense for shallow-water and swamp-water
(also like ages old bug)
The best bet is your own, good Taste.
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.8 -- 1.18 Server

Post by Mabuse »

another thing that MAY change is that Weapons get more expensive the more you buy damage+strikes
the increase will be cut by about 50%

- so we still encourage solid, well rounded loadouts at start.
- if you do the math and/or see an advantage paying an reduced punishment in certain cases
you might delay one weapon.
The best bet is your own, good Taste.
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.8 -- 1.18 Server

Post by Mabuse »

Since all replays prior to version 7 are no longer compatible, there is need for replays on all maps. Feel free to post them as examples for both beginners and expierienced players.
The best bet is your own, good Taste.
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by Mabuse »

i added the elvish sharpshooter to the era, because they "are the undisputed masters of archery". As their decription describes them correctly.
hp and resistances suck though, but its not wrong to have them in the era i guess.

----------------------
Current Version:7.0.8b
BALANCE UPDATE
----------------------


7.0.8b
------------

- added elvish sharpshooter to SXRPG era
The best bet is your own, good Taste.
MCP
Posts: 519
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by MCP »

Umm... Hi. I contacted Zeus. I see our names are in the intro lol.
Thanks for maintaining it! I'm trying out Castle of Cantar after... 17 years?

We'll see how I do with basic arcane+impact+slow or whatever works ... I'll probably die quickly :lol:

EDIT: You were defeated :P
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by Mabuse »

MCP wrote: May 4th, 2026, 4:34 am We'll see how I do with basic arcane+impact+slow or whatever works ... I'll probably die quickly :lol:

Umm... Hi. I contacted Zeus. I see our names are in the intro lol.
hey MCP, great to see you.
yes, of course your names are in the intro, you helped a lot developing SXRPG. :)
The best bet is your own, good Taste.
Mabuse
Posts: 2427
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by Mabuse »

MCP wrote: May 4th, 2026, 4:34 am We'll see how I do with basic arcane+impact+slow or whatever works ... I'll probably die quickly :lol:
EDIT: You were defeated :P
haha, know that feeling, there is always some time needed to get into it, and also the older maps can be surprisingly tricky.
also with the new update the difficulties might be more challenging now.

Btw, there is need for replays :)
Expierienced difficulty upwards, dont need to be speed-runs or whatever, just examples how to play the maps.

these will become part of the thread-description, so new players can see how the game is played.
it would be even better if difficulty is not so high (so expierienced/expert is ok) so there is room for more and players can improve.

i would ofc also do it, but i decided making new content, also i forgot (or not forgot)
polishing some shop weapon animations, so that need to be done also.
(but i definately want to make a bigger map for now - more exploration, more fun,
and i also thought about a mod like PvP where each player has a castle+leader to protect
items can be found, and other players attacked and killed. for that reason players will recieve a more or less "hidden" ability be default. That
will make them recieve -33% damage from other players on defense (like dreadful sight)).


but maybe we can play in sometime together the new map, once you are a bit more into again, would be fun to beat it in group play.
(it was only tested in solo so far with one class on grandmaster)

also maybe i want to make something like a "hint" section, so if you or someone else has a good strategy, or a hint which may be useful to know, just tell me so we can collect them all and put them in.

so as you see i want to make more maps actually and i think a PvP map could be really cool.
(however there not even a fll concept about how it might work)
The best bet is your own, good Taste.
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