SXRPG Version 7.2.0 -- 1.18 Server
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Re: SXRPG Version 7.2.0 -- 1.18 Server
theres always an easy solution to that: Dont die too oftenRavana wrote: June 28th, 2026, 1:02 pm In the end got too annoyed at having to run all the way back to end of map after deaths
(or go to start of turn (autosave) and see what you can do better - on solo nobody cares)
but if you want o deal with that, the thing is that you can crab some cyan potions, buy full moves, heal up and go to next shop, full moves, cyan potion, to next shop ... until you reach enemies which you can use as for additonal moves after killing. you can travel the whole map if nessessary with that.
ofc, if it happesn to often it might get expensive.
on the other hand it may be beneficial not to do that and fully recover and fill upthe mana pools, while waiting for enemies to reach to you, depending on TOD, e.g. if it is an unfavorable TOD theres nothing wrong with just traveling and recovering.
So: Dont die too often - is the best advice i can give.
it wont get better in future version when some AI units start attacking you from several hexes away
in SX you can never exspect to get away with just one type of damage. sometimes its possible but usually not.Ravana wrote: June 28th, 2026, 1:02 pm I dont know if its fixed map feature or not, but final side being drakes meant the specials I bought to my units attack were wasted since that is fire.
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
i think the next project will be a multiplayer map with PvEvP gameplay.
it would require some new macros to differentiate between teams
(better: edit the existing ones and check for teams)
but could be brought to life more or less fast, and then we can evaluate which strategies work in PvP.
i think heroes will recieve a trait or ability that reduces damage from other humans by 25% on defense. too make attacking a liitle bit more difficult.
however i think attacker has all the advantages, so it will be a scout and mobility thingy
an (heavily?) overworked cantar-map, mirrored and connected.
you can win by speedrun (kills "your" final boss fastet) or killing opposite team.
like that
ofc some things need to be fixed, e.g. "petrified"-status for freshly killed opponents. (which is also needed for single player)
which would also allow to implement this feature as an ai ability (for some rare enemies) to pretrify players on defense and be able to attack them on their turn
any matchup would be imaginable like 1v1, 1v2, 1v3, 1v4, 2v2, 2v3
it would require some new macros to differentiate between teams
(better: edit the existing ones and check for teams)
but could be brought to life more or less fast, and then we can evaluate which strategies work in PvP.
i think heroes will recieve a trait or ability that reduces damage from other humans by 25% on defense. too make attacking a liitle bit more difficult.
however i think attacker has all the advantages, so it will be a scout and mobility thingy
an (heavily?) overworked cantar-map, mirrored and connected.
you can win by speedrun (kills "your" final boss fastet) or killing opposite team.
like that
ofc some things need to be fixed, e.g. "petrified"-status for freshly killed opponents. (which is also needed for single player)
which would also allow to implement this feature as an ai ability (for some rare enemies) to pretrify players on defense and be able to attack them on their turn
any matchup would be imaginable like 1v1, 1v2, 1v3, 1v4, 2v2, 2v3
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
anyways, i guess it will be interesting, and we can get this more less quickly into a testable stateMabuse wrote: June 30th, 2026, 12:34 pm i think heroes will recieve a trait or ability that reduces damage from other humans by 25% on defense. too make attacking a liitle bit more difficult.
however i think attacker has all the advantages, so it will be a scout and mobility thingy
strategies will ofc differ, as you can snatch chests from enemy teams territory making you stronger and them weaker (map has now double the chests),
also you can prepare with resistances, e.g. you may assume enemy will go arcane or fire as main and pump your resistances. and as long it allows you to raid into enemy territory ... it can pay off.
im think about making game a bit interesing on enemy player turn, i thought about sharing fog until enemy is within a certain radius but that could give away to much information. But maybe thats not worth the hassle and we just set a time limit or somehting.
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
Half way through our Chapter VI.
Noticed the item witch dosen't work, but assasin is (got both).
Also it's a real, problem that images (item/shop) vanish when on it's standing creature is killed. I guess that's only for pre set images not item drops. The 25% dmg bow vanished (image only). Think drops like gold stacks images (there was a 7 gold at 1 point)
Noticed the item witch dosen't work, but assasin is (got both).
Also it's a real, problem that images (item/shop) vanish when on it's standing creature is killed. I guess that's only for pre set images not item drops. The 25% dmg bow vanished (image only). Think drops like gold stacks images (there was a 7 gold at 1 point)
Re: SXRPG Version 7.2.0 -- 1.18 Server
can you provide a save. i will look into it.Skyend wrote: July 3rd, 2026, 11:25 am Noticed the item witch dosen't work, but assasin is (got both).
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
maybe kill with spells can have this effect.Skyend wrote: July 3rd, 2026, 11:25 am Half way through our Chapter VI.
Noticed the item witch dosen't work, but assasin is (got both).
Also it's a real, problem that images (item/shop) vanish when on it's standing creature is killed.
this reminds me that i wanted to make shop image refresh
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
I feel the game got a bit to easy after we survived the early till turn 25-30 ish. We both have many items and are beside dmg/strikes/hp maxed. Killing bosses like they are nothing.
I have like 10+ abilites: Regen x (found the undead book - that item seems to be way to muchn not sure if it's give UD too) Teleport(found) found +1 ability point
Since u only need to activate Chain Attack once per turn I think it's to cheap compared to extra attack, tho I find it less op as I thought on my Chapter 1 run, since it's not a one sided buff, still. Regardless I still don't like it how expensive extra attack will become. It's really weird at one point u'd rather not wanna get more dmg, well but I guess u have too afterall there is nothing else left. (Or pray to find a cost reduction item, as I did)
Re: SXRPG Version 7.2.0 -- 1.18 Server
ok it seems you are right, there is actually a bug that both (amulett of assasin, amulett of witch) have the same ID, maybe this is the reason for this.Skyend wrote: July 3rd, 2026, 11:25 am Noticed the item witch dosen't work, but assasin is (got both).
this is fixed
i remember that amulett of witch worked when not in conjunction with amulett of assassin, but since both have sam ID (now fixed) this may prevent one from working. if you have both. will be tested if the fix is working.
i remember that i also noticed it once, but then after testing again (not with the other amulett) it worked. so i thought its ok.
will be fixed in next version (next version will add ranged attacks)
Last edited by Mabuse on July 3rd, 2026, 2:01 pm, edited 1 time in total.
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
i agree that chain attack is no1 choice.Skyend wrote: July 3rd, 2026, 1:22 pm Since u only need to activate Chain Attack once per turn I think it's to cheap compared to extra attack, tho I find it less op as I thought on my Chapter 1 run, since it's not a one sided buff, still. Regardless I still don't like it how expensive extra attack will become. It's really weird at one point u'd rather not wanna get more dmg, well but I guess u have too afterall there is nothing else left. (Or pray to find a cost reduction item, as I did)
extra attack is like having a joker in case your strengh is not enough or bad luck, and, provided you have 3 weapons, it offers big variety of damage types.
on the other hand deaing the last bits of damage direct-damage spells like enrgergyball, fireball, etc are often cheaper.
and yes, the cost of the attack-spell gets reduced by ALL effects that also have effect on direct-damage-spells (fireball, energyball etc), these are the +25% leadership items (sword, bow, sceptre, ring ofdarkness, amulett of marshall), and all items that increase spell efficiency,
also mage-staff will reduce costs
this is because they are linked to each other, to establish a "balance" between direct-damage and attack-spell
i also think that chain-attack has priority to get, and then it s either go direct-damage spells (fireball etc) or go attack spell, actually i think the direct damage spells are a tad better because more versatile but also more restricted damage-type-wise. this dosent matter to much if you have only 1 or 2 weapons, but with increasing number of (upgraded) weapons attack-spell may provide some advantages.
Last edited by Mabuse on July 3rd, 2026, 2:08 pm, edited 2 times in total.
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
u always need at least 1 dmg spell. I have cold to beat fire ghost otherwise gg. But also 30 vs 65+ mana (now it's about 100) for the final bit of dmg is to needed for efficiency.
Re: SXRPG Version 7.2.0 -- 1.18 Server
yes, i think for almost all magic heroes except pure mage direct damage is always better choiceSkyend wrote: July 3rd, 2026, 2:06 pm u always need at least 1 dmg spell. I have cold to beat fire ghost otherwise gg. But also 30 vs 65+ mana (now it's about 100) for the final bit of dmg is to needed for efficiency.
mage has mage-staff which reduces costs and also leadership item also reduces costs, so this stacks up a bit.
but even then direct damage is a bit better because its often cheaper.
i may reduce cost of attack-spell a bit, for more headache to chose
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
First it cost ony 65 or 52 (reduced), till u reach a dmg upgrade point.
So it's efficiency increase once u reach the point or a bit afterwards it's efficiency starts to decrease. In longer games u'll reach a point where u rather buy blue potions. (even for 50g)
So it's efficiency increase once u reach the point or a bit afterwards it's efficiency starts to decrease. In longer games u'll reach a point where u rather buy blue potions. (even for 50g)
Re: SXRPG Version 7.2.0 -- 1.18 Server
yes, but the decrease in efficiency is due to the fact that the STATS (which increase cost) get massively upgraded AFTER adding specials (which dont increase the cost)Skyend wrote: July 3rd, 2026, 2:28 pm First it cost ony 65 or 52 (reduced), till u reach a dmg upgrade point.
So it's efficiency increase once u reach the point or a bit afterwards it's efficiency starts to decrease. In longer games u'll reach a point where u rather buy blue potions. (even for 50g)
either way, lifting a "heavier" weapon, requires more strengh, and although the weapon does not increase in weight, it does more damage, so we have to calculate that in.
e.g. if your max mana is 120 and using attack-spell is 60mana, the cost is 50%, if your max mana is 360 and spell cost is 180 its still 50%. and while the increase in cost is not related to max_mana instead to the weapon stats, i'd guess its still better in ratio later than in beginning. even though the efficiency GAP is bigger compared to finishing off weakened enemies with direct damage spells.
The best bet is your own, good Taste.
Re: SXRPG Version 7.2.0 -- 1.18 Server
can't cast them anymore, at least divine heal has some use
Re: SXRPG Version 7.2.0 -- 1.18 Server
because the spell cost exceed max mana?
i agree though that there IS room for some cost reduction, and a check if cost exceed max mana, which is the ceiling for the spell once purchased
so in order to make the spell more useful we may reduce its cost a bit and limit it (once purchased) to max mana. there is a check for minimum requirements anyway on purchase
The best bet is your own, good Taste.