SXRPG Version 7.1.1a -- 1.18 Server

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MCP
Posts: 527
Joined: May 23rd, 2005, 5:23 pm
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Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by MCP »

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.
MCP
Posts: 527
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by MCP »

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).
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by Mabuse »

I'd like to see the replay :)
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).
yes, some items are flagged as random, while others are fix.
The best bet is your own, good Taste.
MCP
Posts: 527
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by MCP »

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...
Mabuse
Posts: 2440
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.1.0 -- 1.18 Server

Post by Mabuse »

----------------------
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.



MCP 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...
evil dead and also the other early maps can be surprisingly difficult
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.
Mabuse
Posts: 2440
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

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.
Last edited by Mabuse on May 31st, 2026, 1:15 am, edited 1 time in total.
The best bet is your own, good Taste.
MCP
Posts: 527
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SXRPG Version 7.0.8b -- 1.18 Server

Post by MCP »

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.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

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).
i just checked - it is still where it is supposed to be. :lol:
Spoiler:
but im glad you somehow found a way to enter anyways. thats cool :)

turn 55 sound pretty solid :)
The best bet is your own, good Taste.
MCP
Posts: 527
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by MCP »

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*
Mabuse
Posts: 2440
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

MCP 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?
The Key is at Hex
Spoiler:
pls tell me if you can see it on your computer
The best bet is your own, good Taste.
MCP
Posts: 527
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by MCP »

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
Spoiler:
, 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?
Mabuse
Posts: 2440
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

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?
ups. sorry i was referring to Evil Dead for the rusty key. :lol:
--> did you find the rusty-key in EVIL DEAD at
Spoiler:

in WoW2 the Rusty-Key is loacated here:
Spoiler:

MCP 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.
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 explore

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.
MCP
Posts: 527
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by MCP »

Oh, the WoW Rusty key is difficult to see. I went there early on and didn't see anything.

Spoiler:
Mabuse
Posts: 2440
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

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:
yes. there it is. my description with the touchplate was inaccurate, referring to the steel key.

well optically hidden is no problem for me :lol:

but im glad there is no bug concerning not-displayed images showed up for some reason :)
The best bet is your own, good Taste.
Mabuse
Posts: 2440
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

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)
The best bet is your own, good Taste.
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