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 »

Skyend wrote: June 23rd, 2026, 2:11 pm Version 7.1.1a

I lose all my mana bugg, game is unplayable with that

SXRPG Chapter VIMountains of Ulthar Turn 3.gz

looked at 10 mana (regen per turn is 9) at the start of each turn
it seems it has something to do with passive mana earning. (on defense)
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Mabuse
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Mabuse »

ok, found the bug. thx for reporting,

on defense gain for mana it is check wether you exceed maximum mana, if yes, it is set to maximum mana.
except here it is checking for ATTACKERS maximum mana, which is zero for ai units.and so it gets corrected to zero.

will fix it and load up a corrected version
Last edited by Mabuse on June 23rd, 2026, 8:22 pm, edited 1 time in total.
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Skyend
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Re: SXRPG Version 7.1.1a -- 1.18 Server

Post by Skyend »

cool that was a fast find :D
Mabuse
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

----------------------
Current Version:7.2.0
ESSENTIAL BUGFIX
----------------------


7.2.0
------------

- fixed game breaking bug that deleted all mana on defense (while having magic circle or sanctification)

- fixed a few units assigned towrong side on "MountainsOfUlthar" Map.

- internal macros got changed which were prone for bug regarding BOSS stats.
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 »

Skyend wrote: June 23rd, 2026, 8:06 pm cool that was a fast find :D
gamebreaking stuff cannot be tolerated :lol:

also some of the new ranged-code is also in there, but no unit has it yet,

its ready to get implemented, but we have to make it consistant, reevalute what we want to achieve and ofc it can increase the difficulty in some unknown and unpredicable way. considered to be stronger than radius-damage, but that also depend on numer of projectiles.

so far it only planned for lvl 3,4,5 - with lvl 3 pretty rare and no big effect in early game,
and later lvl4 and lvl5 with ranged abiliities will ramp up the difficulty a bit

there are fire-, ice-, energy-, shock-, water-, slime-, net-, hatchet-, arrow-, (unit)-projectiles
using 3 sounds each (launch, hit, die)

but i have to consider which units will get the new abilities

also the good thing is, it will not break backward compatability.
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Skyend
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

1p Journeys - uncontested Cleric died

Leathal mistake was to upgrade a 2nd weapon nor to go for Rage, but I was soooo strong at that point - killed bosses like creeps :augh:
Had to reload, couldn't go back to the point I upgraded the weapon, still escaped from the Naga. 2 more failed attempts, never made it.

Chain Attack was pretty helpful especialy togeather with "cat watch" "tactic".

Man can't beleave I lost, got all the broken boss item drops

I noticed the map lacks on Red Poitions, I tried before without it's cost reduction abilitie, but no chance.
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Ravana
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Ravana »

I got impression after I die I lose my resistance upgrades, but resistance upgrade limit is not reset.
Mabuse
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

Ravana wrote: June 26th, 2026, 8:45 am I got impression after I die I lose my resistance upgrades, but resistance upgrade limit is not reset.
you have a replay? then i will look in this matter.
is it revive mode? or revive via ankh?
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Ravana »

Revive mode. I picked easiest settings offered. Game is in progress. Playing 1.19.24 with 1.18 addons.
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Mabuse
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

you ported it to 1.19 ?

i should work though, as i also just tried to get it run on 1.19, but mabe here we may have a problem, i will check it in 1.19 then
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Ravana »

Some 1.19 versions are extremely broken, but others are compatible with 1.18. 1.19.24 is one of the more reliable versions, its main breaking change is removal of deprecated macros. On the other hand 1.19.19 for example is broken for addons, and 1.19.25 broken in general.

All changes I have done in my addons during current 1.19 were those that are also valid in 1.18. I run both 1.18 and 1.19 with same userdata folder.
Mabuse
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

Ravana wrote: June 26th, 2026, 8:45 am I got impression after I die I lose my resistance upgrades, but resistance upgrade limit is not reset.
from what i can say:

- you used XP mod (will be of importance later)

- you start as non max-level unit
- after your first death, the resistances you chosed remained intact. so death on low level has no impact
- then you leveld up to 4th level "hierarch of aten", resistances remained intakt
- the hierach of aten has default AMLA, so there is no possible problem
- as you reached almost 1st AMLA you used XP mod for some stuff - after use of XP mod resistances get reset to original resistance-stats of original unit
(without the additional armor form SXRPG Shop)

- so it doesnt seem to be connected to SXRPG, rather than XP mod and the way it stores units (probably), usually the altered resistances of the units should be stored correctly.
- the conflict may emerge as the armor from SX shop is not added by OBJECTS (which would remain as modifiers, no matter what), instead the armor is directly changed at the unit variables and then unstored.
- how XP mod alters the units i haven looked into atm.


sidenotes

one possible problem i looked for could have been be the use of non-default AMLA which may result in max. level gets not detected, which would leave your unit stuck with much less armor than usual on maximum lvbel (until then only 5 Armor points can be spend)


so as it seems right now the problem is more on the XP mod side. or better said an incompatibility of the mods.
you could test it again without XP mod and see if you can recreate a similar situation

in future, i could do a patch in one way or another to make it compatible (adding armor not directly but via objects)
or we see it as a righteous disadvantage for using XP mod

i will test the armor changes via objects option and see if there are problems atm i cant think of any though, so we can make this "fool proof" i think.
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Mabuse
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Mabuse »

Ravana wrote: June 26th, 2026, 10:02 pm 1.19.24 is one of the more reliable versions, its main breaking change is removal of deprecated macros.
i had to add MISSILE_FRAME_FIREBALL MACRO to ageless era before getting it to work, but however, it worked then.
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Ravana
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Ravana »

XP Mod includes unit rebuild by unit:remove_modifications { Rav_XP_Mod = true }. To not clutter unit WML, every upgrade removes previous object and adds new object with higher values.

Yes, I plan to publish new ageless with MISSILE_FRAME_FIREBALL commit soon, possibly this weekend even.
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Skyend
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Re: SXRPG Version 7.2.0 -- 1.18 Server

Post by Skyend »

Won on Journeys Uncontested Cleric (but with about 10 loads)

Rage on the 2nd weapon was pretty good.

I ended up with Regen Rate 89% at the end and 26 HP per kill, didn't bought Regen-x
I don't think I have used Divine Healh more than a handfull of time - I think it's too bad. (I like the 20% IICR Healing Spell buff, but Heal-X is 25% therefore it's only an option as the 7-9 ability.
Chain Attack on the other hand is pretty good.
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Last edited by Skyend on June 27th, 2026, 4:24 pm, edited 2 times in total.
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