SXRPG Version 7.1.1a -- 1.18 Server
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Re: SXRPG Version 7.0.8b -- 1.18 Server
Ya. When I bought a cold weapon, I was dying early. I didn't have enough damage for even the first castle spawn location haha.
I'll have to rethink: Buy a cold weapon, but just leave it not upgraded until later. I was upgrading it, but even starting with +1000g, that was too much of a hit to damage.
I was simply ignorant of what was coming my way.
For the sylph build, I lucked into a bow weapon and was sure to put in 70% fire resistance, and 50% everything else with dauntless/steadfast. Right idea, just didn't know about the 100% arcane resistance ha. Still had no chance at the final boss.
Also have to rethink abilities, because I think as a solo playing I can find a guaranteed dauntless and/or steadfast ring somewhere in the Castle of Cantar... Will investigate further.
I'll have to rethink: Buy a cold weapon, but just leave it not upgraded until later. I was upgrading it, but even starting with +1000g, that was too much of a hit to damage.
I was simply ignorant of what was coming my way.
For the sylph build, I lucked into a bow weapon and was sure to put in 70% fire resistance, and 50% everything else with dauntless/steadfast. Right idea, just didn't know about the 100% arcane resistance ha. Still had no chance at the final boss.
Also have to rethink abilities, because I think as a solo playing I can find a guaranteed dauntless and/or steadfast ring somewhere in the Castle of Cantar... Will investigate further.
Re: SXRPG Version 7.0.8b -- 1.18 Server
OK. I was able to do it. I added both the cold spell and cold ranged weapon. Because of this, my damage was just a bit lower enough to notice, that I was just not killing some of the roaming bosses and guardians. That means I had to be careful with my mana and blue pots, so great balance.
Sylph marched through to victory on turn 50!
Compared to the run where I did zero damage with an energy ball on the final boss, but was kinda zipping through the rest of it relatively easily.
One change is I didn't buy the heal spell, and I got it by luck later. I noticed some of the set items on the ground seem to be random, as I didn't find a steadfast or dauntless ring, where I was pretty sure I found one before (not from a boss).
Sylph marched through to victory on turn 50!
Compared to the run where I did zero damage with an energy ball on the final boss, but was kinda zipping through the rest of it relatively easily.
One change is I didn't buy the heal spell, and I got it by luck later. I noticed some of the set items on the ground seem to be random, as I didn't find a steadfast or dauntless ring, where I was pretty sure I found one before (not from a boss).
Re: SXRPG Version 7.0.8b -- 1.18 Server
I'd like to see the replay 
yes, some items are flagged as random, while others are fix.MCP wrote: May 27th, 2026, 4:32 am I noticed some of the set items on the ground seem to be random, as I didn't find a steadfast or dauntless ring, where I was pretty sure I found one before (not from a boss).
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.8b -- 1.18 Server
I tried Evil Dead and got WRECKED lol. Sylph was ultra powerful, but I didn't explore the map enough to know where to go haha. I guessed fire + arcane, and it seemed like the right choice to far. I got energyball and fire spells, with fire ranged, but on purpose, left the fire weapon not upgraded, so far.
Missing skirmisher and magic heal, so it's a risky design. Also lots of pots and undead woses to find
Sylph, Mage, Lawful, +1 ability bonus, +1000 gold, death mode.
Rusty key remains a mystery...
Missing skirmisher and magic heal, so it's a risky design. Also lots of pots and undead woses to find
Sylph, Mage, Lawful, +1 ability bonus, +1000 gold, death mode.
Rusty key remains a mystery...
Re: SXRPG Version 7.1.0 -- 1.18 Server
----------------------
Current Version:7.1.0
ESSENTIAL UPDATE
----------------------
7.1.0
------------
- regeneration-ability has now a minimum base of 25, is 20% of max HP, recieve all boni from items/abilities, and give +5HP per kill
(it is always much better than default regen)
- default regeneration is now 10% of maximum health, increases with HP and recieve all boni from items/abilities, minimum base is 15
in essence all heroes have minor_regen ability by default, similar to minor_heal which is granted if heros have heal+4 ability
(to strenghen alternative builds that renounce on regen-ability)
- effective regen-rate will be shown in inventory (can be higher than 10% or 20% if base HP are below treshold values and item-effects)
- basic values for regen (default after buying ankh, healing spell) remain the same, regeneration ability is due to the 25 HP base stronger for many heroes
(all with HP less then 125 at start)
- all items that change regeneration ability will have immediate effect and use the right formula, for default regen, regen, minorheal, heal
- sanctification, magic circle and ALL similar companion-weapon-specials will generate mana also on defense.
(to enable/strenghen tank/defensive builds)
- fixed bug that prevented player from entering ability shop, if he has no weapons (all sold for example)
then system would give "division by zero"-error and exit shop. also related problems were fixed
update 7.1.0 is to enable more build-variety, by improving default regen, so you may decide to renounce on it, while making regen-ability
still a very solid choice.
i also tried to make the last fight a bit more challenging
basically some older need an overhaul regarding the boss lists, since i now have some tools to estimate their relative strenghs
Current Version:7.1.0
ESSENTIAL UPDATE
----------------------
7.1.0
------------
- regeneration-ability has now a minimum base of 25, is 20% of max HP, recieve all boni from items/abilities, and give +5HP per kill
(it is always much better than default regen)
- default regeneration is now 10% of maximum health, increases with HP and recieve all boni from items/abilities, minimum base is 15
in essence all heroes have minor_regen ability by default, similar to minor_heal which is granted if heros have heal+4 ability
(to strenghen alternative builds that renounce on regen-ability)
- effective regen-rate will be shown in inventory (can be higher than 10% or 20% if base HP are below treshold values and item-effects)
- basic values for regen (default after buying ankh, healing spell) remain the same, regeneration ability is due to the 25 HP base stronger for many heroes
(all with HP less then 125 at start)
- all items that change regeneration ability will have immediate effect and use the right formula, for default regen, regen, minorheal, heal
- sanctification, magic circle and ALL similar companion-weapon-specials will generate mana also on defense.
(to enable/strenghen tank/defensive builds)
- fixed bug that prevented player from entering ability shop, if he has no weapons (all sold for example)
then system would give "division by zero"-error and exit shop. also related problems were fixed
update 7.1.0 is to enable more build-variety, by improving default regen, so you may decide to renounce on it, while making regen-ability
still a very solid choice.
evil dead and also the other early maps can be surprisingly difficultMCP wrote: May 29th, 2026, 5:57 am I tried Evil Dead and got WRECKED lol. Sylph was ultra powerful, but I didn't explore the map enough to know where to go haha. I guessed fire + arcane, and it seemed like the right choice to far. I got energyball and fire spells, with fire ranged, but on purpose, left the fire weapon not upgraded, so far.
Missing skirmisher and magic heal, so it's a risky design. Also lots of pots and undead woses to find
Sylph, Mage, Lawful, +1 ability bonus, +1000 gold, death mode.
Rusty key remains a mystery...
i also tried to make the last fight a bit more challenging
basically some older need an overhaul regarding the boss lists, since i now have some tools to estimate their relative strenghs
The best bet is your own, good Taste.
Re: SXRPG Version 7.1.1a -- 1.18 Server
The usual fix after changes got implemented and i remembered that i forgot some items.
----------------------
Current Version:7.1.1a
ESSENTIAL UPDATE
----------------------
7.1.1a
------------
- all items that change regeneration ability will have immediate effect and use the right formula, for default regen, regen, minorheal, heal
(fixed this to be true for all items, in 7.1.0 some items were buggy (old code))
so now you can enjoy the new regen-system.
in version 7.1.0 some healing items would have not updated default-regen ability, although they increase regen-rate (this would be fixed after shop visit)
also these items ignore basic regen-value of 25, and although unlikely that you find these items with low HP, it is still unwanted.
but now everything has immediate effect.
----------------------
Current Version:7.1.1a
ESSENTIAL UPDATE
----------------------
7.1.1a
------------
- all items that change regeneration ability will have immediate effect and use the right formula, for default regen, regen, minorheal, heal
(fixed this to be true for all items, in 7.1.0 some items were buggy (old code))
so now you can enjoy the new regen-system.
in version 7.1.0 some healing items would have not updated default-regen ability, although they increase regen-rate (this would be fixed after shop visit)
also these items ignore basic regen-value of 25, and although unlikely that you find these items with low HP, it is still unwanted.
but now everything has immediate effect.
Last edited by Mabuse on May 31st, 2026, 1:15 am, edited 1 time in total.
The best bet is your own, good Taste.
Re: SXRPG Version 7.0.8b -- 1.18 Server
Well, I beat Evil Dead on turn 55.
I lost my previous couple of games. I ended up dying because I'd clear out the first two AI bosses around turn 25 and then find all of the stationary guards/fungus way too strong.
I just didn't know what to do and ended up dying two or three games, and starting over.
Finally, I ended up just being patient and clearing stuff out, occasionally exploring cave. I finally got strong enough to take out the demon.
Still never found the Rusty key. As a Sylph, I just went in the back door and got my wings (after turn 25).
Magic spells are really strong. That's mainly how to kill AI bosses and also really protects me because I'm often at something like 89% chance to kill or really high chance to get them below 100HP. At one point I got a random +1 ability and couldn't think of anything else to add, so I just bought my third damage spell, so I had arcane, cold, and now fire haha.
This time I upgraded ranged weapons like so:
* Arcane added magic circle and blessing at start of game.
* Snare starts with slow, added magic circle right after turn 25.
* Bought fire: added precision and blessing somewhere after turn 25 and before 35
* Bought cold: added precision and blessing somewhere after turn 25 and before 35
Fire helped exploring the top left.
No magic heal the entire game.
Once, that one giant dragon guarding the final boss started chasing me. I was freaked out lol. I had just moved out of range of it (on purpose) when clearing out roaming enemies and it jumped at me when I ended my turn.
I lost my previous couple of games. I ended up dying because I'd clear out the first two AI bosses around turn 25 and then find all of the stationary guards/fungus way too strong.
I just didn't know what to do and ended up dying two or three games, and starting over.
Finally, I ended up just being patient and clearing stuff out, occasionally exploring cave. I finally got strong enough to take out the demon.
Still never found the Rusty key. As a Sylph, I just went in the back door and got my wings (after turn 25).
Magic spells are really strong. That's mainly how to kill AI bosses and also really protects me because I'm often at something like 89% chance to kill or really high chance to get them below 100HP. At one point I got a random +1 ability and couldn't think of anything else to add, so I just bought my third damage spell, so I had arcane, cold, and now fire haha.
This time I upgraded ranged weapons like so:
* Arcane added magic circle and blessing at start of game.
* Snare starts with slow, added magic circle right after turn 25.
* Bought fire: added precision and blessing somewhere after turn 25 and before 35
* Bought cold: added precision and blessing somewhere after turn 25 and before 35
Fire helped exploring the top left.
No magic heal the entire game.
Once, that one giant dragon guarding the final boss started chasing me. I was freaked out lol. I had just moved out of range of it (on purpose) when clearing out roaming enemies and it jumped at me when I ended my turn.
Re: SXRPG Version 7.1.1a -- 1.18 Server
i just checked - it is still where it is supposed to be.MCP wrote: May 31st, 2026, 12:28 am Still never found the Rusty key. As a Sylph, I just went in the back door and got my wings (after turn 25).
Spoiler:
turn 55 sound pretty solid
The best bet is your own, good Taste.
Re: SXRPG Version 7.1.1a -- 1.18 Server
Wizard of War defeated turn 79. Exact same idea with the Sylph. This time I didn't get the extra ability at random, so I only had ice and arcane spell. Instead I got magic heal which was useful about 6 times or so.
For the final boss, I simply waited out the night for my mana to charge and burned it down with 3x 350 cost ice spells, then finished it off.
After learning how to be patient after killing the early AIs, it seems I learned the ebb and flow of how it's possible to win. Sometimes you just gotta wait it out, kill a few enemies, explore a bit of the map if you've missed something, and maybe in 20 turns, you can kill the next AI8/9.
---
Also I did a bit of save scumming to look for the rusty key... I never found it! I went to every single dark spot and found no keys.
Maybe it's not showing on the floor in game? Accidental hidden item?
The red key in Evil Dead and the steel key in Wizard are very clear and I found their uses.
I vaguely remember entering what was locked by the rusty key in this map relatively early, and that would make sense based on the location... hmm.
Might be a bug? *shrug*
For the final boss, I simply waited out the night for my mana to charge and burned it down with 3x 350 cost ice spells, then finished it off.
After learning how to be patient after killing the early AIs, it seems I learned the ebb and flow of how it's possible to win. Sometimes you just gotta wait it out, kill a few enemies, explore a bit of the map if you've missed something, and maybe in 20 turns, you can kill the next AI8/9.
---
Also I did a bit of save scumming to look for the rusty key... I never found it! I went to every single dark spot and found no keys.
Maybe it's not showing on the floor in game? Accidental hidden item?
The red key in Evil Dead and the steel key in Wizard are very clear and I found their uses.
I vaguely remember entering what was locked by the rusty key in this map relatively early, and that would make sense based on the location... hmm.
Might be a bug? *shrug*
Re: SXRPG Version 7.1.1a -- 1.18 Server
The Key is at HexMCP wrote: May 31st, 2026, 4:06 am Also I did a bit of save scumming to look for the rusty key... I never found it! I went to every single dark spot and found no keys.
Maybe it's not showing on the floor in game? Accidental hidden item?
Spoiler:
The best bet is your own, good Taste.
Re: SXRPG Version 7.1.1a -- 1.18 Server
I included the coordinates highlighted in the 4th image from Wizard of War.
Yes that hex was empty all game.
When I went there from my save on turn 70, I even fought the Wose right next to it in, showing I hadn't gone there all game.
Then I went to the door to confirm it wouldn't open.
https://imgur.com/a/edlY7bC
Wesnoth macos app 1.18.7 on arm64 CPU, with latest add on version 7.1.1a for Wizard of War.
I played Evil dead on the same app version, but the previous version SX RPG release.
Is there any kind of log I might collect, if I start a new game on Evil Dead or WoW and try to find that hex coordinate?
Yes that hex was empty all game.
When I went there from my save on turn 70, I even fought the Wose right next to it in
Spoiler:
Then I went to the door to confirm it wouldn't open.
https://imgur.com/a/edlY7bC
Wesnoth macos app 1.18.7 on arm64 CPU, with latest add on version 7.1.1a for Wizard of War.
I played Evil dead on the same app version, but the previous version SX RPG release.
Is there any kind of log I might collect, if I start a new game on Evil Dead or WoW and try to find that hex coordinate?
Re: SXRPG Version 7.1.1a -- 1.18 Server
ups. sorry i was referring to Evil Dead for the rusty key.MCP wrote: May 31st, 2026, 3:42 pm I included the coordinates highlighted in the 4th image from Wizard of War.
Yes that hex was empty all game.
Is there any kind of log I might collect, if I start a new game on Evil Dead or WoW and try to find that hex coordinate?
--> did you find the rusty-key in EVIL DEAD at
Spoiler:
in WoW2 the Rusty-Key is loacated here:
Spoiler:
the next (massive) map, will have several AI 6+7, which act as side quests which can be accessed by NPC (and get scaled depending on game progression) so there will be a good amount of things to exploreMCP wrote: May 31st, 2026, 4:06 am After learning how to be patient after killing the early AIs, it seems I learned the ebb and flow of how it's possible to win. Sometimes you just gotta wait it out, kill a few enemies, explore a bit of the map if you've missed something, and maybe in 20 turns, you can kill the next AI8/9.
keys like rusty keys, may occur more than once and there will be several doors for them (each door will consume a key though)
im just collecting more inspriration atm
Last edited by Mabuse on May 31st, 2026, 7:02 pm, edited 1 time in total.
The best bet is your own, good Taste.
Re: SXRPG Version 7.1.1a -- 1.18 Server
Oh, the WoW Rusty key is difficult to see. I went there early on and didn't see anything.
Spoiler:
Re: SXRPG Version 7.1.1a -- 1.18 Server
yes. there it is. my description with the touchplate was inaccurate, referring to the steel key.MCP wrote: May 31st, 2026, 6:37 pm Oh, the WoW Rusty key is difficult to see. I went there early on and didn't see anything.
Spoiler:
well optically hidden is no problem for me
but im glad there is no bug concerning not-displayed images showed up for some reason
The best bet is your own, good Taste.
Re: SXRPG Version 7.1.1a -- 1.18 Server
and ofc ... always eager to see replays 
(save-scumming is not important, i always do save scumming on solo play, while avoiding repaeting the same fight over and over to get a good rng)
(save-scumming is not important, i always do save scumming on solo play, while avoiding repaeting the same fight over and over to get a good rng)
The best bet is your own, good Taste.