SXRPG Version 6.9.999 -- 1.18 Server

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Skyend
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Skyend »

Mabuse wrote: September 15th, 2025, 12:58 am Here is an example of using early Merc as a pot scavenger to keep (blue) Pots incoming needed for early P6 kill and p7 kill (new Boss) on TOB at turn 15. merc died along the way, but considering the huge gold Bonus from early 6+7 Leader kill, it payed off anyways.

this is new version with reduced cost for minions. actually minions pay 25% of actual cost, but i guess this will increase to 33%, since i think it is a bit too cheap atm

but for now it will stay that way until version 7. so it can be tried and see how it impatcs the map. for solo surely useful as the merc can collect gold+pots and save time so solo player can build up more quickly. but with the actual very cheap cost for movement it may be bit OP.

(btw i messed up the defenses getting the defense-ring-item before agility ability) which is really bad fault, but still used as showcase

Merc Scavanger P6 kill turn2, P7 kill turn15 - TOP 6.9.991a
SXRPG Chapter IVTemple of Bones Merc Scavanger.gz
Interresting idea. Also for Outlaws/UD I didn't found a great ussage, but also didn't trie much. Tbh I don't play much with Mercs after their fair nerf. Now that they don't feel a have to anymore. It's probably still worth it and there are ussages as you said, but I prefer a Solo unit play more. (I think matto did well with blessed rider too)
Mabuse wrote: September 15th, 2025, 12:58 am
Skyend wrote: September 14th, 2025, 1:25 am Continuation of the previous saved game, version 6.9.95 (I think) it's 6.9.95a

I feel like the grind after turn 30 was to long. This felt a bit boring tho, I do enjo stuggeling a bit too + the not beeing able to kill the Leaders to easily.
i watched the game. from my perspective (understanding that the game was perhaps rigged because divine health was bugged) i was surprised how much HP you bought as a cleric, mayber it would have been less of a slogincresing total damage

so as a fault it may have been thats you didnt got more for damage instead getting all these crazy HP, i think even with rage it would have been too much HP. but thats easily said, considering you perhaps wanted to go divine health anyways.

even with mage i sometimes think, (when bosses get beefier around turn 50.60.70) why not better use focus instead of circle for more total damage.
on solo mana is allwas limited and you may not be able to deal with htese many bosses just manawise

it also shows that bosses may recieve a +2 Speed boost at uncontested (and +1 on grandmaster)

however, once you feel overwhelmed there is a chance that the game is perhaps lost especially after turn 100 it will be very hard
i will nake bigger bigger map with turn 100+ content to test endgame more after this map

you didnt seem to accept that yet though :)
Tbh I wanted to go for the long run and bought the gold giving abilities even later/late in the game. (Got +2 abilites after turn 30)
At around turn 100 I could have finished the game, but as said I wanted to be strong enough to kill the bosses. But I needed higher resistance on impact.

Tho I'd say even around turn 90 is a lot. The game kinda feels over after turn 30, or at least your thinking your op, but then get slowed down :|

Divine Heal or 2-Tier Potion upgrade would have been very helpful, maybe I'd ended it at around turn 90 with that.
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Skyend »

Mabuse wrote: September 15th, 2025, 12:58 am Here is an example of using early Merc as a pot scavenger to keep (blue) Pots incoming needed for early P6 kill and p7 kill (new Boss) on TOB at turn 15. merc died along the way, but considering the huge gold Bonus from early 6+7 Leader kill, it payed off anyways.

this is new version with reduced cost for minions. actually minions pay 25% of actual cost, but i guess this will increase to 33%, since i think it is a bit too cheap atm

but for now it will stay that way until version 7. so it can be tried and see how it impatcs the map. for solo surely useful as the merc can collect gold+pots and save time so solo player can build up more quickly. but with the actual very cheap cost for movement it may be bit OP.

(btw i messed up the defenses getting the defense-ring-item before agility ability) which is really bad fault, but still used as showcase

Merc Scavanger P6 kill turn2, P7 kill turn15 - TOP 6.9.991a
SXRPG Chapter IVTemple of Bones Merc Scavanger.gz
Nice replay. Man warrior is a lot better than I gave it credits for xD.
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 15th, 2025, 1:33 pm Interresting idea. Also for Outlaws/UD I didn't found a great ussage, but also didn't trie much.
same here.

it just felt clumsy, and after all, all gold spend on mercs/ etc is lost, although, for outlaws and UD its just mana (but: a full ability point).
too work a bit against feeling clumsy i thought make them more versatile by allowing player not to spend all the mana to move it.
and i think they are more interesting now, as you can give them their own task and try to be useful.

every time i think about it logic-wise it would be not smart to renounce on that potencial 100 HP as a tank, or weaeking/finishing off bosses.
but then again every gold not spend in hero ist wasted once the merc dies.

however, for solo play, with goal in mind to get leader-bonus asap i just thought it could be worth the trade off.
e.g. you can get it early instead of fearless for example without breaking your build too much.
on the other hand every drop of gold spend in merc is not invested in your hero. but for special rewarding goal like eraly leader kill it may be a valid strategy.

but so far also didnt play too much with it, however, they may be more useful though, i have to increase the minionfactor to 35% (movement for minions cost 35% of player-movement-cost) though, because i feared exploitation too much, as some movement boni stack up pretty high :lol:

with a good bunch of movement boni they are pretty swift.
Last edited by Mabuse on September 17th, 2025, 8:11 am, edited 2 times in total.
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 15th, 2025, 1:33 pm Tho I'd say even around turn 90 is a lot. The game kinda feels over after turn 30, or at least your thinking your op, but then get slowed down :|
if you feel OP, there always the opportunity for a speedrun. :D
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Skyend »

Tbh starting gold, could be reduced for 1-2 players.
I've played enough games recently to call 850 and 1000 more than enough.

Also I'm not sure if you feel forced to go first turn for the lk. With 1-2 you'll for sure have enough money.
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 18th, 2025, 3:16 pm Tbh starting gold, could be reduced for 1-2 players.
I've played enough games recently to call 850 and 1000 more than enough.
thats good and im ofc eager to see diffeent builds etc.

so: replays are what i need :)
Skyend wrote: September 18th, 2025, 3:16 pm Also I'm not sure if you feel forced to go first turn for the lk. With 1-2 you'll for sure have enough money.
nah, its not needed to go 1 round lk, was just a test and a possible early useage.


btw, a proper tutorial, or a collection of pro-tips could be useful so you can always try and knock something together, i can implement it then
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Skyend »

replays from the replay server of this moth:

Chapter1 Chapter2
SXRPG_Chapter_IIThe_Evil_Dead_Turn_32_(190283).bz2
(213.51 KiB) Downloaded 8 times
SXRPG_Chapter_IIThe_Evil_Dead_Turn_65_(191573).bz2
(528.97 KiB) Downloaded 11 times
Chapter3
SXRPG_Chapter_IIIWizard_Of_War_Turn_36_(202639).bz2
(529.6 KiB) Downloaded 11 times
(latest 5p run)
Chapter4
SXRPG_Chapter_IVTemple_of_Bones_Turn_20_(203341).bz2
(208.59 KiB) Downloaded 10 times
(will be continued)
Last edited by Skyend on September 19th, 2025, 1:12 pm, edited 1 time in total.
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Skyend »

more replays
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Re: SXRPG Version 6.9.992-- 1.18 Server

Post by Mabuse »

very nice.

i found a serious bug in 6.9.991a, so i had to fix it.
(note to myself, you cannot just change type of leader, there are other dependencies, :roll: )

also while preparing new units for the upcoming map, i realized some some races like orcs, nagas have quite boring base resistances, so i spiced them a bit up, but nothing serious, here and there some arcane resistnce added or some impact etc.

also i made a "speedrun" on TOB Map, leader kill p6 turn 2leaderkill p7 on turn 10, using merc strategy, and overall finsihing map at turn 63 on uncontested, using Drake Warrior. i think leader-rush is key strategy on solo for harder difficulties.

with TOB ofc the classic rush map. with the early kill there was gold incming and there was a good flow, the merc was quite helpful, as he collected the stuff that was left on the map supporting the warrior with fresh pots.

UNCONTESTED DIFFICULTY
Trait:
- Strong

Abilities were:
- Agility
- Dauntless
- light foot
- swift foot
(at start before leader kill)

after leader kill:
- Fearless
- then bought ability scroll
- regeneration

first book shelf:
- hvy armor

second shelf:
- alchemy
(as i slowly ran out of potions on map, but didnt buy too much potions, only maybe 2 blue or something)





(i used NO LUCK mode, to be sure all is valid and no luck involved, since i planned to reaload if things to wrong to figure out balance)
so this is NO LUCK Game, with reloads, just showcase





----------------------
Current Version:6.9.992
Gameplay+Balance+Bug Fix
----------------------


6.9.992
--------

balance:
---------
- minion-movement-factor increased to 35%
- changed some races/units resistances to spice up some things.
(no gamechanger)


SHOP-UI:
--------
- AGILITY Ability can be also bought in Terrain-Section now


bug-fix:
---------
- Temple of Bones Map: AI7 kept spamming bosses, even after it got killed. Fixed now.
- Also the KILLbonus wasnt applied. Also fixed.




after the new map there is plan to randomize the factions a bit e.g. use different type of undead factions, orc factions each with specialities and maybe surprising bosses, so that you dont always know what to exspect.
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Re: SXRPG Version 6.9.992-- 1.18 Server

Post by Skyend »

I like light foot now too, tried it yesterday and today also for chapter IV run, but with ranger. Tho watching your replay, I can assure that with my Ranger, and maybe my leader I wouldn't have gotten the 2nd LK with that low amount of gold collect/kills.
I'm eager to give it another try, but you were impressively fast, so I doubt I can top that. :)
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Re: SXRPG Version 6.9.992-- 1.18 Server

Post by Skyend »

Since I never really played warrier much I thought it's a rather bad class. But after I watched your replays, with all the buffs warrior got it's probably now to op.
Those end game HP and resi, but also the attack is super high for only turn 63. Whereas I didn't had this in my ridge game as we called it on turn 130.

Maybe I'm wrong and you can showcase similar results with all the other classes too. I think duo games we got the final leader around turn 90. Potentially solo feels too good with early lk.


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Re: SXRPG Version 6.9.992-- 1.18 Server

Post by Mabuse »

Skyend wrote: September 19th, 2025, 9:24 pm Since I never really played warrier much I thought it's a rather bad class. But after I watched your replays, with all the buffs warrior got it's probably now to op.
Those end game HP and resi, but also the attack is super high for only turn 63. Whereas I didn't had this in my ridge game as we called it on turn 130.

Maybe I'm wrong and you can showcase similar results with all the other classes too. I think duo games we got the final leader around turn 90. Potentially solo feels too good with early lk.


Image

as for the stats themselves, they are dynamic, e.g. if you can collect the chests ealier and get the boni earlier, kill the bosses erlier you will be stronger earlier.

in this game i bought almost no extra hp, maybe for 400 gold, it all went into damage and armor

dont get fooled you wont get these results in a normal game, because its no luck and i reloaded and if things didnt work out i reload (and good thing is you can replay the EXACT SAME SITUATION with the same outcomes, other than boss drops, but these had luckily no effect in this run)

so its really jst a showcase, normal game is much more difficult, since you have to deal with things that dont turn out well. or spend 200 gold at the wrong things at the wrong time. this is optimized run.

also in most cases you cannot take risk and need to delay progress in order to regroup and prepare, so normal game is always longer.



as for warrior is OP

since all the small buffs (e.g. strong trait +1 damage (= 50gold)), reduced armor cost, can potencially have BIG effect in early game. for warrior is openes up possibilities since DAUNTLESS can be a valid option early and help putting more gold into damage more early. causing some good effects early

and of course the drake-warrior was optimized toward killing ai 7 early, getting blade and arcane resist, and once you kill them there is a ton of gold flowing in, also drakes are maybe "OP" by themselves, the high default fire resist help dealing with acid-fungus early, base HP very high, you need to get agility to compensate for low terrain-defense though, the enforcer has 2 weapons to sell.

so drakes are always a good choice :lol: if you can deal with shortage on abilities, also warrior is kinda "potion"-powered, especially lack of alchemy would hit hard, in a game when you have to live with bad decisions since wasted potions has to be replaced and can be expensive, due to lack of things like attack-spell for example because you dont have the abilities for that.

so the drake-enforcer is great, but this build is kinda expensive-potion powered, since you lack the abilitiy points for everyhting else, like attack-spell or alchemy, luckily i had a good supply of pots.



conclusion:

i wont say warrior is OP, because i think its good how it feels and with the additional options (early dauntless vs. slow), its good, you would have to change map-design to compensate, TOB is designwise from other ERA when heroes werent that mobile, so now its a rush map that can be played fast and fun on SOLO
(although in earlier times SOLO was even more easy)

on other maps wont be that easy to go early kill i think, but on TOB iot works out and help to keep the game inflow, but as mentioned above even the sdligtest changes would bring a comeplet different outcome, if you delay progress at one point things or miss a kill. things would delay much more.


but yea, strong trait and cheaper armor will buff the warrior in early game, allowing more stuff more early, but revisiting maps and new maps can add more spice



so no nerf for warrior, instead cleric may get his 5% healing back, we stole from him ^^
and other maps may get revisited at some point making them a bit more difficult

and as you saifd, we may always cut the gold for solo and 2 p start a little bit
however, there will be always a workaround and a strategy to deal with that.

i will try a cleric early kill
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Re: SXRPG Version 6.9.992-- 1.18 Server

Post by Skyend »

Surly with no luck-mode makes it's easier. Once the ctk would be over 50% it's becoming 100%.
I agree on the blue potions, a warroir needs to carrier and use it whenever rng isn't on your side. So you where abel to spend less on dmg but invested in slow and resi.

You may didn't bought much hp, but even based hp got buffed.
HP and armory upgrade.
You say it's warrior is good in the early but better than the other classes in the later game too. It's dmg upgrade is agrubly cheaper too, with melee having better amplifier than ranged.

For the abilities, extra armory and 2nd tier potion upgrade make the end game even easier.

I agree on it beeing hard to compare with no luck mode, but it still got a lot and eventually it all sums up. However, I never played warroir with the new upgrades, and others like matto and mmmax, who are playing them knows better.
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Re: SXRPG Version 6.9.992-- 1.18 Server

Post by Mabuse »

Skyend wrote: September 20th, 2025, 9:35 am You say it's warrior is good in the early but better than the other classes in the later game too. It's dmg upgrade is agrubly cheaper too, with melee having better amplifier than ranged.

For the abilities, extra armory and 2nd tier potion upgrade make the end game even easier.
damage is cheaper in comparison to mage+ranger, but it also gets more damage in return. so warrior really needs the additional resistance
(and lets be honest, its +3 by default and +7 if you spend 1 (2) ability point) so +10% for all and +20% on 2 damage types on average.
can make a difference tho, but warrior can only deal damage by direct engage.

------------

btw, the early kill performance in that game was approx 1700 gold until turn 55, so part of the early leader kill strategy is to play it save after kill and let the gold flow in. it will be a good help. also the gold from the additional creep production will flow in once the creeps are killed, this will be even more profitable in group play.
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Re: SXRPG Version 6.9.992-- 1.18 Server

Post by Skyend »

Ok, earlier on you'll take more dmg. But your are not taking any dmg with those resistance in compare to other classes. Resistance is the most imba thing in the late game. I'd say heavy armory is too good should clearly be reduced to 2-3. So I agree +7 armory is stight up op. The difference between taking 3/5 (60% resi), 1/3 (70% resi) less or 1/5 (80% resi) less dmg how isn't this op? Warriors starting bonus too. Tbh your free to remove steedfast ability now, nobody will ever take it again.

Additionaly the game got easier and even uncontested is way to easy. All the Hero buffs to catch up with mage classes may be the reason, but you can't convince me that warrior isn't the most broken atm.
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