SXRPG Version 6.0.5 -- 1.16 Server

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

SXRPG Version 6.0.5 -- 1.16 Server

Post by Mabuse »

SXRPG now on 1.16. server

1.0.0 SXRPG MUSIC ADD ON also on server


----------------------
Current Version:6.0.5
ESSENTIAL GAMEPLAY UPGRADE
----------------------



What does SX mean:
-----------------------------------

Originally SX meant --Survival Extreme-- which became throughout the history of wesnoth-add-ons a synomyn
for maps that feature stand-alone-Heroes, that can be upgraded in so-called --shops--, fighting against an army of creeps,
which constantly increase in strengh while the game proceed. For killing creeps players are granted with gold, that
is used on their side to upgrade their heroes as well, to keep up with stonger creeps and to finally kill the ai leaders.
Gold from killing creeps will be generally given to ALL players. So no matter who kills the creeps, its always a good thing.

A major fun factor is that players gain additional temporary moves and attacks from killing enemy units,
so they are able to perform well planned killing streaks that bring even more gold to the players.

In order to win, players had to kill all enemy leaders, which were boosted in strengh greatly.
Players need to grow stronger from killing creeps and/or find gold from other sources to achieve this goal.
All 10ish turn ai als release a batch of bosses, eceptional strong units, which need some teamplay to win against,
or a very well developed single hero.

While this alone is a basic hack-n-slay rpg-like approach, which attracted many players, the development of SX mapping went into 2 directions:
raw maps, seen as --sandboxes-- featuring basic SX gameplay, and on the other side more elaborated maps, that took advantage of the hack n' slayish
sx-gameplay and added adventure or dungeon-exploring gameplay to it.


What does this SXRPG ADDON:
--------------------------------

Featuring SXgameplay with RPG elements.

On Top of the already existing differences among the different units,
SXRPG adds 6 classes of Warriors, Clerics, Rangers, Mages,
Rogues and Roguemages all with different strenghs and weaknesses.

It contains so far 5 elaborated Maps/Scenarios which need 80 to 120 turn to finish in average.
Each scenerio in this ADD ON is an adventure for 1 - 5 players. Any number of Players is welcome.

Less players means more Gold for each player to get started with. While less players get more gold at start,
but it is obvious that more players means more total income, since all players get the gold for killing creeps.

This Map-Pack also features new units, new terrain, theres an additional soundfile.
The stuff included was mostly done by parts of the wesnoth-community and hopefully put to good use here.
Credits goes out to all who find their work here implemented. Thx to all contributors.

Big thx to all playtesters and people who gave suggestions. Many things implemented were suggested by
players and without these ideas SXRPG would be a lot different. :)





----------------------
CHANGELOG :5.5.0
GAMEPLAY UPGRADE
----------------------


5.3.0:

Gameplay:
-------------

- starting levels can be selected via "advanced options" in game-start menu
("This defines at which Level the game is started.

A higher starting Level result in more Gold at start and thus
more powerful and versatile Heroes.

Level 0: 0 Bonus Gold, +0 Level Enemies
Level 1: 650 Bonus Gold, +1 Level Enemies
Level 2: 1300 Bonus Gold, +2 Level Enemies
Level 3: 1950 Bonus Gold, +3 Level Enemies
Level 4: 2600 Bonus Gold, +4 Level Enemies

Enemy stats will be adjusted accordingly, e.g. start L0 has initially
level0 mobs while start L4 begins with level4 mobs.

Boss and Guardian Stats also increase by the number of selected Levels.

While there a differences this is not a difficulty scale. Instead an option
to offer more diversity for playing. if you dont want to slowly build your
Hero select a higher starting Level. Possible disadvantage is faster
enemy progression. Possible advantage is obviously more power but also
more mana for spells.")


- moving through Fires, Ice_Fires or Burning Braziers will now cost Health
(Former: take damage when ending turn on same hex)



Players and Classes:
--------------------

- Teleport ability added, units with teleport at start keep it.
teleport allows to teleport next to allied units. its useage consumes MANA/STAMINA
(in general this enhances teamplay. teleport is only useful in teamgames by its definition
and will help the party to concentrate fighting power where it is needed.)

- Player-Controlled Demons and Mercs get BACKSTAB Ability on all Attacks
(this is to offer more tactical use to the Demons/Mercs which get a solid +100% damage boost when used
in cooperation with a hero or another Demon, enabale them to deal more damage to strong bosses)

- Kills with Soulstealer/Divine Reward grant all PLayers +1 Gold
- Scavanger Drop Chance increase with every player ingame by 16% and drops 5 gold

(in general this enhances teamplay.
soulstealer will strenghen the whole party, while scavenger/bountyhunter provides a solid individual gold boost,
that grant higher chance of profit the more players are ingame. this is to balance the fact that lower players
numbers will kill more units with each hero. in a solo game one player get 100% of all kills, while in 5 player game
one players get 20% of all kills. higher dropchance for scavenger/bounty and gold-for-all for soulstealer/reward
compensate this)



Misc:
-------
- added 3 new items


5.3.0a:

Bugfix:
-------
- small fix to make leaders stationary again


5.3.0b:

Bugfix:
-------
- fixed non-submerged enemies

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

----------------------
CHANGELOG :5.4.0
GAMEPLAY UPGRADE
----------------------



Gameplay:
-------------
- added random bosses.
there is a chance that each turn enemy leader will spawn a boss, the chance is turnnumber/4 per enemy leader
so very early game is not so much affected, in later game ai will spawn a lot more bosses.
Also starting on higher Levels (in advanced game options) will influence the "number of turn" in game, by +10 per level.
The Bosses drop loot.

Bugfix:
-------
- 2 high level items fixed (Amulett of Power, Bombs)
that could not be picked up



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

----------------------
CHANGELOG :5.5.0
GAMEPLAY UPGRADE
----------------------


--------------
Balance:

Basic Mechanics:
-----------------
- all players start with their current max Mana/Stamina right at start.
- also non-spend gold will increase max Mana/Stamina, just collect gold and you'll be fine. No need to spend gold in Shop.
- Mana/Stamina will refill when killing enemy units, value is enemy Level
- killing enemies with Energy-, Fire-, Iceball will grant full gold reward, full expierience and will also recover mana,
gives some moves back, gives an additional attack back etc. it just just behave like a normal successful attack.


Mage/Cleric/Roguemage:
-----------------------
- all magic class get +1 potion storage
- clericstaff, roguemageamulett, magestaff and magegem got buffed to increase spellrates and manarecovery/max mana
- Cleric +1 ability point
- Mage +1 ability point
- attack spells now also have a 30 mana attack to finish off weak targets
- attack spells got slightly nerfed by about 10% to honor the fact that spells are a magic-circle attack of 90% cth
(mage class get higher bonus on attackspells to compensate for that, and will end up slightly buffed
cleric+roguemage lose a bit attack spell power but will benefitt from higher melee damage instead)
- mage class get +20% bonus on attack spells by default
- cleric class get +20% bonus on heal spell by default
- roguemage class get +20% bonus on movement spell by default
- class shop items will also further increase these boni

Cleric/Rogue:
-------------
- Critical Hit Special now grant +20% damage (former (+10%) (affect: clerics, rogue warriors)
- no more reduced potion costs

Ranger/Roguewarrior:
----------------------
- "fast reload"-special deleted (+15% strikes), instead "focus"-special available (+50% damage inflicted/recieved, 70% CTH)
- "hail-of-arrows"-special is now addable (for rangers/roguewarriors)
(this allow for "focus+precision+hailofarrows+slow" combo which dishes out more damage for non-magic ranged units)
- "Blessed"-special availabale for rangers/rogues

General:
----------
- some shop-weapon changes
- divine reward now grant +1 gold regardless of unit alignment (which made lawful clearly bad choice overall)
(btw, it worked like that before 5.5.0 but the description said otherwise)

Gameplay:
--------------
- randombosses spawn now on the same level as other bosses

- Font Size was increased as it was really very small, some years ago it was important so everything could be displayed
but nowadays the screens have a better resolution :)

- some shop adjustments to better keep track of gold spending


Conclusion:
-----------
- ranger (and rogue warrior ranged) do more damage
- cleric (and rogue warrior melee) do a little bit more damage
- magic was overhauled and is in general more useful also for handling and finishing off creeps
- magic users are able to utilize magic from start on


Bugfix:
-------
- Temple of Bones Bug fixed wehen Gorgon Sorcress was killed
- fixed bug with fungus-defense for cavalry

Report more bug on wesnoth Forums if you find any




----------------------
CHANGELOG :5.5.1
GAMEPLAY UPGRADE
----------------------



Balance:

Magic:
--------

- non-spend-gold will not increase maxmana and manarate after turn 1 anymore
- reduced damage-spell buff for magestaff
- minor attack spell (30 mana) base damage reduced
- for consistency rogue-mage gets +1 ability point


Mage+Cleric:
------------
- no extra potion storage for mage, cleric and roguemage


Cleric+Roguemage:
------------
- their special shop items will now increase max mana instead of manarate, since maxmana is more useful, since you can refill mana by killing creeps now


Cuirass + Ring of Defense:
-------------------------
- Cuirass + Ring of Defense shop-items will also increase manarate (stamina) OR maximum mana (stamina), to make them more useful
- will also increase stamina/mana recovery from kills by +50% per item

Hit-And-Run:
-------------
- all non magical units (warrior, ranger, rogue warrior) recieve a -25% cost bonus, ranger loses its former bonus


Gameplay Balance:
-----------------

- random boss chance is now cumulative, that means, if an AI leader doesnt use its current chance to drop a boss,
the chance is taken over to the next turn and added to it. once a boss spawns the chance is reset. this will ensure
a certain consistency even if ai gets unlucky spawning more bosses.

- random bosss type depending on game progression

- fixed an exploit in isle of dread map




----------------------
CHANGELOG :5.5.2a
GAMEPLAY UPGRADE
----------------------


- bug fix.
bosstimers werent reset, which led to endless boss spam


----------------------
CHANGELOG :5.5.3
GAMEPLAY UPGRADE
----------------------


5.5.3:
--------------

- final bug fix boss timer.
it kept adding up chances for not yet existing (or killed) leaders, which led to boss spam in cases with
multiple leaders.


----------------------
CHANGELOG :5.5.5a
ESSENTIAL GAMEPLAY UPGRADE
----------------------



5.5.5:
--------------

Items:
- terrain defense scroll in itemshop cost reduced to 40 gold (former 120)
- ankh of life in itemshop cost reduced to 40 gold (former 150)
- ankh of life in itemshop will increase regeneration rate by 25%
(boost underused items)

Abilities:
- alchemy-ability availabale for all classes
- regeneration ability now supports up to 750HP per Round as maximum (former 250)
(balance for non magic class and high HP strategies)

Merc Update:
- mercs and demons can be upgraded (level upgrade) and healed in shop
- mercs and demons have a basic regeneration-rate of 100HP/Round
- all mercs and demons recieve SKIRMISHER ability
(to support merc/demon strategies)

Balance:
- Adjusted some enemy Stats, so this update is not compatible former Versions.



5.5.5a:
--------------
- in upgrade menu and inventory the number of turns is now displayed when the next companion upgrade will be available
for better overview.
- small bug fix (ability scroll item was not displayed)



----------------------
CHANGELOG :5.5.6
ESSENTIAL GAMEPLAY UPGRADE
----------------------


5.5.6:
--------------

balance:
-----------
- heroes now recieve a percentage boost for HP instead of a flat value, so heroes with higher base HP get more hp, heroes with lower base HP get
less
this is to emphasize differences between units, the new range is -16HP to +16HP in comparison to old version. most heroes will not see a difference,
but some may get a few HP less than before, others a few HP more. (Ghost for example get -15HP at start so it has to invest more gold in HP at start.)

- some units got adjusted
golem+titan: arcane melee instead of cold (makes more sense)
skeleton wizard+dark archon: get arcane+slow instead of arcane+drain (always wanted that change since most minor sorcs have some kind of slowing melee)
dread rider lvl2+3 get baneblade (arcane drain) instead of coldblade (cold+drain) (makes them more versatile)

- minor changes to TOB and WOW II map, some guard-units became more mobile in order to catch less careful players off guard

bug-fix:
---------
- fixed a wrong image at the start of dread island
- fixed a wrong (debug) setting for one of the lower difficulties, which entered "debug" mode


other:
---------
- darth saul image changed
- no downward compatibility




----------------------
CHANGELOG :5.6.0
ESSENTIAL GAMEPLAY UPGRADE
----------------------


Balance:
------

Much needed Balance Update to bring back the immersive, challenging and option-rich gameplay.

- itemshop will only feature basic wepons with either no special at all or magical/marksman special
other specials shifted the meta to "must have" instead to "is an option", since they were too powerful

- costs for some weapon-specials got adjusted (e.g. slow for warrior is bit more expensive, charge is more expensive)
- warrior and roguewarrior have no more stunning-shield-ability instead it is enabaled enabled from the start on (slow addable)
(so no need to spend extra gold on this one, but due to this slow got more expensive, but most strategies other than old meta are cheaper now)
- onrush is now separated from slow, so its an independent upgrade (except for cleric)
- cleric has still access to onrush slow (as it cannot add slow), but its cost was raised from 475 to 600

- some units changed got added (changes for wizard of war, isle of dread)
- no downward compatibility



----------------------
CHANGELOG :5.6.1
ESSENTIAL GAMEPLAY UPGRADE
----------------------


gameplay:
----------
- ankh of life will now also boost basic regenablity (regen15) by 25%

- you can now look via right click into inventory of allied players/heroes
(for better management to see how to support players with potions or other stuff)


bugfix:
----------
- revive from ankh of life didnt work on death mode (fixed)
(nobody ever noticed ...)

- a green shard (boss item) could not be picked up (fixed)

- companion upgrade time display did not take exponential-progression into account (fixed)
(new levels were in high turn number games earier available then shown in menu)



----------------------
CHANGELOG :5.7.0
ESSENTIAL GAMEPLAY UPGRADE
----------------------


5.7.0
------

gameplay:
----------

- small changes to isle of dread map to make it a bit more friendly and exploreable

- small changes to castle of cantar

- random bosses and roaming event-based bosses are now slightly weaker (5 turns delay strengh upgrade)
(this is to prevent massive bosses pop up too early)

- overworked weapon-special upgrade system. player wont be able to buy specials of the same type again
and only working combinations are displayed, or in other words not working combinations will not be displayed
(e.g. if you put rage on a weapon then both rage and berserk specials cannot be put onto that weapon anymore.
and ofc other, non compatible upgrades)
there are exceptions though, since its possible e.g. to upgrade CTH (chance-to-hit)
specials you can simply upgrade the better ones over the weaker specials, and the weaker ones will be deleted.
usually only upgrading for the better is allowed and combinations with weaker special replaces stronger special
are not possible.

- as a follow up some old restrictions break away
- cleric will once again be able able to combine rage+slow(+magical]
- ranger gets "blessing" as special. wont work with "hail of arrows though
- more combinatiosn for brawlers and hunter (ranged units that have melee trait / melee units that have ranged trait)
since slow can be added now easier, and thus you may upgrade strong melee/ranged weapons
- warrior can add berserk to any slow-weapon that is handy at start (e.g. default or shield in shop)
(while this may seems OP, SHOP-SHIELD has impact damage so its use is limited at start, but could be a powerful
starting combination). however, freedom above balance-restriction at this point.


- blue pots wont refill 2nd strike ability of roguewarriors/roguemages anymore
(nerf)

- extra attack spell is now separated and has mana cost depending on player strengh
(ye stronger ye more cost, but (most likely) stronger heroes have also higher mana pool)
so this is another kind of attack spell, which simply replenish
the casters ability to attack, advanatge is that its cheaper.
Disadvanatge is that attacks cost health.
Basically some kind of blue potion spell without extra moves and extra HP.
Will not refill 2nd strike ability anymore.
the spell has a basic reqirement of 65 mana, so it wont be in the cheap category though

- magic circle special now fills up +1 mana on successful hit.

- undead trait will get "undrainable" removed and will only feature "unpoisonable"
so undead units will lose the advanatge of being immune to drain
(it would be no problem in general to have units be immune against drain,
since designwise you could always fall back to "slow" as defensive trait, but since drain is a bit weaker defensive trait
(depending on resistances and defensive capabilities of the hero ofc) its still nice to have in arsenal as a designer.
however, since it is an advantage to be immune against drain, especially in boss fights, it is kinda mandatory/meta to be undead
which leads to balancing problems about how to ensure that every player gets the opportunity at the end of the day to become undead.
and then we could ask the question why not simply remove drain completely or remove immunity against drain completely.
and since the latter offers more options to the game and reduces OP-ness of some heroes the decision to remove imunity against drain was made.
being immune to poison helps much more against creeps that interrupt your regen-ability, and wont mess up boss fights, so it stil an advanatge
but no game breaking thing that has to be taken care of.



----------------------
CHANGELOG :6.0.0
ESSENTIAL GAMEPLAY UPGRADE
----------------------


6.0.0
-------

- weapon upgrade system again reworked. it is not compatible with custom eras, with potencially unknown specials
(the old version simply didnt work properly once unkown specials were installed)

(this time the focus was not laid on which items are already installed, instead it looks which slots are free
and only free slots (only allows ONE damage-special, ONE cth special ... etc ... at a atime) can be filled with a special.
exceptions for KNOWN and BASIC specials were included (i.e. magical, marksman -> marksman can be upgraded to magical)
this means that a custom variant of marksman cannot be upgraded to magical or precision anymore.
so it is much more restrictve towards non-sx, non default eras, but compatible for now.

bug-fix:
---------
- fixed some gfx bugs (thelric wrong def gfx, darth saul wrong attack gfx)
- fixed some descriptions
- ankh-item didnt provide 1 life, instead activated revive mode (fixed)

balance:
---------
- magic-circle special refill +2 mana on successful hit
- mid game fix-boss spawns buffed (+1 lvl)
(thus all fix boss spawns a bit stronger (turn 40+) on all maps)
- Time Limit for all Maps set to 200
- default weapons get +1 damage
- units got stat adjustments, thus it is ESSENTIAL UPDATE

gameplay:
-----------
- wizard of war II map, endgame a bit sorted
- evil dead map overhaul, slightly
- castle of cantar overhaul, slightly

Content:
-------------
- New Map "Sanctum of Shadows", the next Chapter of the Heroes main Quest
will take the player to the northern mountains to repell the rise of evil once again



----------------------
CHANGELOG :6.0.1
ESSENTIAL GAMEPLAY UPGRADE
----------------------


6.0.1
-------

bug fix sanctum of shadows
-----------------------------
- various gfx bug fixed
- barbarian shaman teamcolor
- recruits fixed/changed ai 9
- one bookshelve will povide additonal ability point

balance:
---------
- some resistances got adjusted (mostly more vulnerable), so the update is essential




----------------------
CHANGELOG :6.0.2
ESSENTIAL GAMEPLAY UPGRADE
----------------------


6.0.2
-------
- win+timeout message fixed

Balance:
--------
- barbarians + darkelves now slower in mountains



----------------------
CHANGELOG :6.0.3
ESSENTIAL BUGFIX
----------------------


6.0.3
-------
- fixed annoying messages, that related to typos in upgrade tree
"unknown unit types"
(wasnt aware of them earlier, since i disabled messages completely ...)





----------------------
CHANGELOG :6.0.3a
ESSENTIAL BUGFIX
----------------------


6.0.3
-------
- fixed annoying messages, that related to typos in upgrade tree
"unknown unit types"
(wasnt aware of them earlier, since i disabled messages completely ...)


6.0.3a
-------

- added some shop sounds, so everytime you buy something you get an acoustic confirmation
(sounds may be more elaborated in future versions, depending on the thing you buy)



----------------------
CHANGELOG :6.0.5
ESSENTIAL BUGFIX
----------------------



6.0.5
-------
- fixed really bad bug that deleted all specials when FOCUS was added
Last edited by Mabuse on August 26th, 2023, 12:29 am, edited 47 times in total.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.4 -- on 1.14 Server

Post by Mabuse »

Maps currently included in the Pack:
-----------------------------------

MAPS DISPLAYED HERE MAY BE OUTDATED DUE TO MAP_OVERHAULS FROM LATER VERSIONS
MAPS IN MOST ACTUAL VERSION MAY DIFFER SLIGHTLY FROM THE MAP DISPLAYED HERE
(Version Number of Mapshots: 4.9.12a)


Episode I: Castle of Cantar
--------------------------
Bildschirmfoto der Karte_0.png
Bildschirmfoto der Karte_0.png (361.76 KiB) Viewed 5209 times

Episode II: Evil Dead
--------------------
Bildschirmfoto der Karte_1.png
Bildschirmfoto der Karte_1.png (325.93 KiB) Viewed 5209 times

Episode III: Wizard of War II
----------------------------
Bildschirmfoto der Karte_2.png
Bildschirmfoto der Karte_2.png (418.5 KiB) Viewed 5209 times

Episode IV: The Temple of Bones
--------------------------------
Bildschirmfoto der Karte_3.png
Bildschirmfoto der Karte_3.png (428.1 KiB) Viewed 5209 times

Interlude I: The Isle of Dread
--------------------------------
Bildschirmfoto der Karte_7.png
Bildschirmfoto der Karte_7.png (339.23 KiB) Viewed 5209 times

Episode V: Sanctum of Shadows
--------------------------------
Bildschirmfoto der Karte_000.jpg
Last edited by Mabuse on August 22nd, 2023, 9:35 pm, edited 1 time in total.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.4 -- on 1.14 Server

Post by Mabuse »

Please report any Issues in this Thread.

EDIT:
the exponential creep progression work (roughly) like this:

Technically:
It will add each turn 0.05 to the creep progression of 10 per turn, so after turn 1 creep go up 10.05 strengh, after 10 turns its 10.5 strengh per turn
doesnt look much, right. indeed, in the beginning its low and doesnt make a difference. but after 100 turns, 0.05 each turn add up to 5, which results in 15 per turn, which is 50% faster progression. so at turn 100 creeps grow +50% as fast, another 50 turn later, they grow 75% faster, that results in CAP reached at roughly 200, and a much more interesting gameplay in very late Stages.

EDIT:

How much extra strengh creep gain from this 0.05 addition each turn can be eactly calculated with the "gaussian sum formula".
For the certain task of evalutaing crrep strengh we take the following formulas:

T= Number of Turns

OLD:
creep strengh = Tx10 +200

NEW:
Creep Strengh= (Tx0.05+0.05) xT/2 + Tx10 + 200



Example Turn 50:
-------------------------
OLD= 50x10 + 200 = 700

NEW= (50x0.05+0.05) x50/2 + 50x10 + 200 = 763 (+9%)


Example Turn 100:
-------------------------
OLD= 100x10 + 200 = 1200

NEW= (100x0.05+0.05) x100/2 + 100x10 + 200 = 1452 (+21%)


Example Turn 150:
-------------------------
OLD= 150x10 + 200 = 1700

NEW= (150x0.05+0.05) x150/2 + 150x10 + 200 = 2266 (+33%)


Example Turn 200:
-------------------------
OLD= 200x10 + 200 = 2200

NEW= (200x0.05+0.05) x200/2 + 200x10 + 200 = 3205 (+45%)



Btw, the percentage just shows how much far ahead IN LEVELS the creep-strengh is, 100 Points strengh is 1Level (while strengh of 200 is considered 0, so lvl 1 starts at 300), so on turn 50 the Creep are (in comparison to old version) 0 levels ahead, on Turn 100 about 2 levels ahead, on turn 150 about 5 levels ahead, on turn 200 about 10 levels ahead. The increase per level is a different story.
Last edited by Mabuse on September 5th, 2021, 1:33 am, edited 5 times in total.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.4a -- on 1.14 Server

Post by Mabuse »

5.2.4a:

Heros+Shop:
------------

- all Heroes get new ability "Call to Arms", which allows them to summon lawful MercUnits. Works in the same way as summon
Demon, just Mercs are lawful.


EDIT:
-------

There will be also a Port to 1.15 very soon :)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.4a -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

5.2.4a is also on development branch 1.15 and thus will be ASAP available on 1.16,

a fully cleaned up package, not producing any wml-noise.
(a clean copy will be also attached to 1.14 server.)

from now on everything will be check against development version, 1.14 will get exact same version
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.4a -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

next steps of development are:

- adding nightmare difficulty (less gold from creeps)

- changing REVIVE-mode: revive will cost gold instead of making creeps stronger, suggestions about the penalty-value are welcome
so its a good online and genral option. you dont want to die, since it weakens yourself and others will not be punished.

- bit balance change of isle of death

- new map
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.4a -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

the next version wil be an essential update, changing already existing units in the game:
------------------------------------------------------------------------------------------------------------

- fungus get more attack types, mainly fire (acid) damage
- sxrpg era no more "random faction" (as suggested in old SXthread 5 years ago ..)

- other units/factions may change as well

- while im happy with the creep balance (they grow faster in strengh as the game progresses) i realized that EVERYHING else, starting from stationary units to stationary bosses, to mobile bosses isnt in relation, so i had to do this ofc.

- On Rivive Mode you lose 150 Gold per Death, no other Penalties (as long you dont have positive Revives for whatever reason).
(if we assume that you get 75gold per turn, you would lose two turns of income per death), so its a good thing for casual players. maybe this will be aditonally set in relation to turn number, so on higher turns the penalty may be higher, ulimited extra lifes on revive-mode

- ON every Game Mode it is possible to be Revived if the Revive-Amount is positive (may find Revives via special Items)
(that means that i may implement spells, items and specal items that are somewhat related to revive, they wil work that they simply add full extra lifes or fractions of extra life, while upon death, once you have a spare life, you get revived)

- arcade mode gives you 1-3 extra lifes, depending on difficulty, higher difficulties come with less revives

- GRANDMASTER difficulty enabled, no bonus gold, -12% income from creeps
(on top of the harder creep adjustment this is the way to go for the number crunching people)



more changes to come, ofc im also working on the new map, but the balance has to be done
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.5 -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

----------------------
Current Version:5.2.5
ESSENTIAL BALANCE UPGRADE
----------------------


5.2.5: ESSENTIAL UPGRADE NOT COMPATIBLE WITH OLDER VERSIONS
-------------------------------------------------------------
Bugs:
--------

- fixed "random side" in sx rpg era, cannot be selected anymore
- 2 units in SXRPG era (from former "Kalifa") got removed, since they were not displayed anymore consistently


GAME BALANCE:
--------------
- rebalance of several unit types (mainly damage types)

- rebalanced BOSS Stats for LATE Game
- rebalanced stationary Creeps on all Maps for late Game
(Bosses and stationary Creeps increase in strengh according in relation to the increased Creep strengh in later game)

- solo players get 1600 gold at start (former 1800) so they recieve a -200 gold nerf.


GAMEPLAY:
-----------

- At Rivive Mode you lose (150+TurnNumber) Gold per Death, no other Penalties (as long you dont have positive Revives for whatever reason).
- At every Game Mode it is possible to be Revived if the Revive-Amount is positive (may find Revives via special Items)
- Arcade mode give 1-3 extra lifes depending of difficulty (former flat 3)

- new difficulty GRANDMASTER (no bonus gold, -12% income from killing enemies, +1% creep progression)

- you can buy 1x revive in shop for 200 Gold

- inventory menu got a new setup





Summary:
------------
rebalance of solo play, new difficulty, adaptions for stationary units and bosses for late game, game mode change



the next update: MORE CONTENT
new units, new terrain, new map

until then report your games in GRANDMASTER mode for evaluation, hope this version can give a little bit of challenge for experts
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.5 -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

----------------------
Current Version:5.2.5a
ESSENTIAL BALANCE UPGRADE
----------------------



5.2.5a: ESSENTIAL UPGRADE NOT COMPATIBLE WITH OLDER VERSIONS

Bugfix:

- Highlevelitems could not be picked up due to a typo (fixed)




After some testing i think the difficulty is ok. its not that it is something completely different.
Took a while to get into it though, but then it was kinda fun. like the solo runs now.
(Never played solo runs before too much). tested on Grandmaster

Tested a lot with Warriors and Mages. For Warriors/nonMages i think skirmisher (=neutral or chaotic) is quite important to be more mobile. Mages and Magic Classes can compensate that with their much better extra Movement. Also non-mages have stronger base attack, so they may renounce on TOD bonus so they can chose neutral.


unfortuanately, there was a bug with HIGHLEVELITEMS, that could not be picked up. FIXED in 5.2.5a.


Feel free to tell me what you think -
The best bet is your own, good Taste.
Spirit_of_Currents
Posts: 160
Joined: April 26th, 2014, 4:44 pm

Re: SXRPG Version 5.2.5 -- on 1.14 + 1.15/1.16 Server

Post by Spirit_of_Currents »

Fearless doesn't work.
There are very much electrical currents in my brain.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.5 -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

Spirit_of_Currents wrote: September 9th, 2021, 8:09 am Fearless doesn't work.
ok, thank you for reporting :)
update is on its way :)


keep on reporting bugs, suggestions or (probably sujective) balance issues, they will be addressed and taken into consideration.
Last edited by Mabuse on September 9th, 2021, 11:35 am, edited 1 time in total.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.5b -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

----------------------
Current Version:5.2.5c
ESSENTIAL BALANCE UPGRADE + BUGFIX
----------------------


5.2.5b: ESSENTIAL UPGRADE NOT COMPATIBLE WITH OLDER VERSIONS

Bugfix:
-------------

- Highlevelitems again fixed
- High Gold Chests WML compatibility bug fixed
- Fearless-Ability fixed
- Fixed all Fearless related Items
- Book of the Dead Item fixed

GAME BALANCE:
--------------
- removed melee poison from basic fungus units
(favors ranged and undead too much)


5.2.5c:

- fixed bug with ability replacement
The best bet is your own, good Taste.
Spirit_of_Currents
Posts: 160
Joined: April 26th, 2014, 4:44 pm

Re: SXRPG Version 5.2.5c -- on 1.14 + 1.15/1.16 Server

Post by Spirit_of_Currents »

I suppose items that should give you more HP regen don't do it.

Blessed gives +10% strikes instead of +20%. (The base is 10 and 11 with blessed.)
There are very much electrical currents in my brain.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.2.5c -- on 1.14 + 1.15/1.16 Server

Post by Mabuse »

Spirit_of_Currents wrote: September 10th, 2021, 12:45 pm I suppose items that should give you more HP regen don't do it.

Blessed gives +10% strikes instead of +20%. (The base is 10 and 11 with blessed.)
1) Regen Bonus:
- the regen-ability will be updated after shopping, so after picking up such an item the change will apply AFTER visiting a shop
(i will change this so that the change apply immediatly, but be assured that the items works well after visiting a shop (you dont have to buy anything))
so thx for mentioning i guess this leads sometimes to misunderstandings, in the next version it will update ability after taking the item immediatly, meanwhile be assured that the regen-bonus applies after visiting/leaving a shop. This is basically an old routine because BEFORE items got added the only possibility to get more HP (and thus more regen) was via shopping (or leveling). (well also from plants and yellow pots etc :lol:)

but i think you are right: regen-bonus from items should apply immediatly
it will be fixed in the next update


2) Blessing
- i just quick tested blessing, i gave a slyph additional 5 strikes to a total of 10 then added blessing = 12 strikes.
so it works fine, the value in code is anyways set to 20%, so IF there would be problems it would be due to some strange rounding issues.
but it works fine as far as i can tell atm.

maybe you tested
FAST REALOD (+15% strikes) instead? non-magic ranged units dont get blessing-ability, instead they can upgrade with fast-reload which provides a 15% bonus on strikes


thx for reporting
The best bet is your own, good Taste.
Spirit_of_Currents
Posts: 160
Joined: April 26th, 2014, 4:44 pm

Re: SXRPG Version 5.2.5c -- on 1.14 + 1.15/1.16 Server

Post by Spirit_of_Currents »

I tried to attach a game save where the blessed bug is but I got an error message "Invalid file extension."

You can move over campfires without taking damage if you don't stop over them. However, if you see a new enemy, you'll stop. So it's luck-based whether you take damage or not. Therefore I suggest you always stop over campfires but take less damage.

I've got an item that makes me undead, and another item that makes adjacent enemies' some resistances worse, but I can't see the effects in my unit description below the ToD. I suggest you can see somewhere the list of every item you've got. It would also make it easier to find item-related bugs.

I've had some situations where I want to defend with a slowing melee attack and a high damage ranged attack. It's sad I can't choose both unless the ranged attack also slows or I don't have a non-slowing melee attack.

The description of precision says "will delete current magical, magical circle and marksman specials". What about focus?
There are very much electrical currents in my brain.
Post Reply