SXRPG Version 7.2.0 -- 1.18 Server

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Mabuse
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

Replay:

IsleOfDread

TrollWarrior, Uncontested

Troll is great because of high base HP, free regen-ability and a really good default impact attack
Warrior is great.

Unusual

Terrain:
---------
I renounced on buying AGILITY, since i thought that troll has solid defense on Mountain and Cave already
and bought a 4th Terrain Training instead (Troll has 3 by default) to train FLAT (will then be set to 40%)

Trained was Flat, Forest, Mountain and Fungus.

i dont really recommend it though since it left the troll dealing with lots of untrained and bad defense Terrain this Map has plenty of
(swamp, water, sand), also movin in the naga cave was not optimal

the "saved" point was then invested in steadfast.

but next time i would get agility, and swamp or water training instead of flat training


Weapons:
---------
fire-sword from shop
and trolls default impact

was also not the best choice because of the [censored] fire elementals, which were a real pain to deal with, using that setup
(in fact most of the time i wasnt able to deal with them, even if they were only CREEPS), should have bought a basic cold weapon

Luckly i found some bombs, and later i even found an ability scroll and upgraded to advanced alchemy for even more bombs.
which made some things much easier.

the ability to carry yellow potions is also great.

i comletely renounced on fearless even with lawful, as fighting at night should mostly focus on creeps and not bosses.
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

We're still trying to beat chVI, next run will be on mondey. Getting better :)

It's a really good map ^_^
Mabuse
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

Skyend wrote: June 11th, 2026, 3:30 pm It's a really good map ^_^
im glad to hear that, the map was designed with the current knowledge we have about SX gameplay


next map will be open world, maybe with random elements and more stuff to explore and non liniar design, with a city as a main base (city needs to be proteced)
200x200.

now the thing is of course that this is probably a s.hitload of work :lol:

but i really want to make it and check how the sx system will work in this environment, (and adjust if it turns out to be [censored])
i also though about making something like a campaign and include some of the old locations, most likely in a revisited way. that could speed up the process.

clear is that very old maps like wizard of war I and mountains of doom may be incorporated, with changes that will make the org unrecognizeable though.
The best bet is your own, good Taste.
Mabuse
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

OK, i just recieved a message+replay from PASO, he played Chapter 6 with 5 units, used lvl 1 start (+650 gold, all enemies + 1lvl)
118 turn, grandmaster

i only solo'ed the map so far, so he is (as far as i know) the first beating it with 5 players @gm.
good teamplay, units fit different roles.

since i would never come up with things like that, it is really helpful for me to see other strategies,
also to make things harder for him next time.

also he didnt take amulet of marshall, and also didnt use sceptre which provide +25% bonus for one hero, also he stayed neutral renouncing on any TOD Bonus. so it seems, its too easy for him. and he dont need that kind of stuff. :lol:

also i saw some bugs like repeating messages after a key was used, so these will be fixed

he said i can upload it, so here it is.
Spoiler:


i for myself will focus on new map (still sorting out some things how to approach this task with most efficiency)

atm i sorting out 200x200 map
(and while doing it, i asked myself why not make a 300x300 map :)
and i was able to create one, so there will be no limit for future maps.)

so since we have further room for getting even bigger maps, we can even go a semi-"classic" route with the 200x200 map
difference will be that (i already though that when watching paso replay) some areas will scale depending at which time you visit them, beside "story areas" which will have a certain strengh

so im focus on new content and will fix bugs occasionally as soon i get aware of them

also i have some ideas for nasty enemies, also for later stages of the game.
so there will be also some new stuff gameplaywise
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

died, our 2nd best run that far

Chapter VI - Uncontested - Death Mode

SkyEnd: Dwarvish Sentinal Cleric - Neutral - Scout


Shop
Turn 1
0060 :MP III
0030 :Armory
0080 :Cleric Staff
0135 :Weapon Store - (sell all, buy: Net, Shield, Spear, Fireblade)
0400 :Weapon Specials - Sanctification, Onrush (all on the Fireblade)
0642 :Enhancement - Combo, Strike, Dmg, HP(3)
0040 :Abilites - Heal
0005 :Scavenger upgrade (could be a first turn reduced cyan potion)
1392

Turn 4
025 Water
025 Swamp
050 Scavenger
100 Steadfast
100 Tome

Turn 8
100 : Dmg II
080 : Curias
040 : IceBall

Turn 10
190: HP(3) X

40 :Ankh
40 :ATK-Spell
40 :Divine Heal
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Potions (Store/Reduced):
Red: NA / I
Cyan: II / I
Blue: NA
Yellow (found): I

Enhancements:
Strikes: II
Dmage: x
HP(3): XI
Scav-upgrade: 5 + 10 + 15 + 20 + 25 + 30 + 35 (I think until 25 should be mandatory more is fine sometimes but not much higher)


Items:
Asklepios 25% healspell buff and 10% regen (pre Heal-x - made it disapear :( , in a game before I had it vice verse and got the nice mega buff)
Bagpack; Silver Mage (10% mp cost reduction); Robe of the Lichking (always go neutral to get those ^^); Dwarfs Crown

The build was pretty good, will only try to get strike upgrade faster also may not go up to 35 scav upgrade at the end I'd needed every penny (matto should upgrade it much earlier too)


matto Drake Warden - Warrior


Regenbuild with many weapons, one had Berserk
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Mabuse
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

cool 8)

will watch it.
uncontested is always a complete different story since the additional bosses will mess things serisously up.



Edit:
----------
there is an update planned, that will change boss spawning to make it more versatile because the current approach is disadvantegous in one aspect and prone to bugs

the bug with multiple triggers at one key location will be fixed.



also i plan to implement a new feature, this time for the enemies.


- wealready have special-ability damage-aura, which occur on players turn when stepping next to certain units.

- i think i will implement an ability for doing damage on AI turn, long ranged, like spawning fireballs or other projectiles
mostly to make leaders being able to defend themselves, but certain units will also recieve this
- a summon ability of minor leader to spawn thralls

- this MAY have effect on old maps, so already existing units may get this feature, e.g. thelric, acamanthus, darth saul
- and i think all lvl5 dragons will get this ability or some kind of summon

so there will be some more fun in the future
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

died - in love tele
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also visial bug, shop sign disapeared (spider ate it)
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

On chapter VI, maybe they are a bit too many potions. I feel like burning them a bit too much.
Rust key chamber and maybe most right path from shop to spider guards.

Maybe there can be removed 1 or 2. It just feels a bit too much, but I didn't compare it with the other maps.
Mabuse
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

Skyend wrote: June 17th, 2026, 7:03 pm also visial bug, shop sign disapeared (spider ate it)
it may happen if boss drops item, and it is taken, or perhaps other reason
in any way, shop signs should renew every side-turn, will be fixed
On chapter VI, maybe they are a bit too many potions. I feel like burning them a bit too much.
Rust key chamber and maybe most right path from shop to spider guards.
yes, there are quite some.
i will see what can be done about that. i just use them when i need them, and sometimes you may retreat and take them later.
but maybe if you have +2 potion slots from backpack+alchemy you can carry more and in that case it would be good to have more on the map.

ofc it can make things easier, so if you feel it will "trivialize" these part of the map, we can reduce them.
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

Mabuse wrote: June 17th, 2026, 8:42 pm
On chapter VI, maybe they are a bit too many potions. I feel like burning them a bit too much.
Rust key chamber and maybe most right path from shop to spider guards.
yes, there are quite some.
i will see what can be done about that. i just use them when i need them, and sometimes you may retreat and take them later.
but maybe if you have +2 potion slots from backpack+alchemy you can carry more and in that case it would be good to have more on the map.

ofc it can make things easier, so if you feel it will "trivialize" these part of the map, we can reduce them.
Yeah, sometimes u can go back and get the potions later, however often there are spots too where I kinda doubt myself to go back to it again. (For example Troll treasure chamber)

For sure other build or a bigger group can collect them better (without burning them).
It was just something I noticed, I do like the map a lot overall.
Not sure how others think about it, but it's making it for me slightly to easy there. :-P
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

Matto mentioned that it could be cool if 81,60 will open-up a passage, maybe that can help with collecting some potions there later. However going back there I kinda doubt it. It's a too isolated spot. I don't even think that a passage there will do much - but it's still an option that could come up.
Mabuse
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

Skyend wrote: June 17th, 2026, 9:56 pm Not sure how others think about it, but it's making it for me slightly to easy there. :-P
the part was basically designed for quickstart run.
to get s.hit done in time. :lol:

we remember the real FAST START (as i call it) was invented by you, with 10 moves at start, get full moves in shop, run to cyan potion, consume and continue. could make sense for neutral. but maybe not on this map.

ofc that kinda makes this part of the map is consumed quickly
also: you can buy a merc to provide you with all the potions you left behind, or maybe you find merc-item
(dont know if it pays off cost wise though)


as said ONCE the map becomes too easy for all players we can always ramp up the difficulty.
so i leave it up for the audience, if you think that part should be dragged, i can remove some potions.
but later.

to make more mysterious slow approach, exploration the upcoming 200x200 will be good for. hopefully

the next update with additonal ranged ability and/or summon abilities for some enemies will mix up some things and ramp up difficulty a bit.
(so i dont know implement it right now or a bit later)


replay deleted because of spoiler :lol:
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

Mabuse wrote: June 17th, 2026, 11:56 pm
Skyend wrote: June 17th, 2026, 9:56 pm Not sure how others think about it, but it's making it for me slightly to easy there. :-P
the part was basically designed for quickstart run.
to get s.hit done in time. :lol:

we remember the real FAST START (as i call it) was invented by you, with 10 moves at start, get full moves in shop, run to cyan potion, consume and continue. could make sense for neutral. but maybe not on this map.

ofc that kinda makes this part of the map is consumed quickly
also: you can buy a merc to provide you with all the potions you left behind, or maybe you find merc-item
(dont know if it pays off cost wise though)


as said ONCE the map becomes too easy for all players we can always ramp up the difficulty.
so i leave it up for the audience, if you think that part should be dragged, i can remove some potions.
but later.

to make more mysterious slow approach, exploration the upcoming 200x200 will be good for. hopefully

the next update with additonal ranged ability and/or summon abilities for some enemies will mix up some things and ramp up difficulty a bit.
(so i dont know implement it right now or a bit later)


replay deleted because of spoiler :lol:
I really should test out mercenary, IIRC since some updates it's working with Teleport right xD, really fall back in love with that. I love this tempo play, moving fast is cool. Also to shoot the Fire Spirits with Iceball is very cool. (Resiting the mp / removes slow etc.)

I'm looking forward for the enemy buff, hope matto can hold his position down at the shop against the distance ranged attack. ^^
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

Version 7.1.1a

I lose all my mana bugg, game is unplayable with that
SXRPG Chapter VIMountains of Ulthar Turn 3.gz
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looked at 10 mana (regen per turn is 9) at the start of each turn
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

same at version 7.1.0 but it tirggerd latter at turn 4 or so
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