SXRPG Version 6.9.999 -- 1.18 Server

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

Re: SXRPG Version 6.9.95 -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 13th, 2025, 1:53 pm also wonder if the early Leader kill Bonus is the issue, can you explain how that works.

this is a good point,
early kill bonus does 3 things:

for each turn until kill limit (usuall T30 for p6 and T55 for p7)


1)
for killing p6 basic income is increased by 3
for killing p6 basic income is increased by 4
total 7 (this will last the whole game)


2)
additionally
the income is increased for p6 by 10 for each turn before killlimit (usually 30)
the income is increased for p7 by 15 for each turn before killlimit (usually 55)


3)
additionally
for p6 for each turn before killlimit (usually 30) the remaining AI p8 and p9 recieve 14 gold immediatly
for p7 for each turn before killlimit (usually 55) the remaining AI p8 and p9 recieve 23 gold immediatly


so e.g. in your game


you killed

ai 7 on turn 13
and ai6 on turn 15

smart of you to kill p7 first by the way


that granted you until turn 32:

Layer 1: base income:
----------
p7: (32 - 13) x 4 = 76 gold (base income)
p6: (32 - 15) x3 = 51 gold (base income)

Layer 2: early kill bonus:
-----------
p7: (32 - 13) x 15 = 285 gold (kill bonus) (would be total of 630 gold until turn 55)
p6: (30 - 15) x 10 = 150 gold (kill bonus)

Layer 3
------------
P8 recieve additionally for killing p7 on turn 13: 966 gold which translate into 25x lvl2 creeps for (8 -2(uncontested penalty) -3 (solo penalty) 3 gold each, = 75 gold total
P9 recieve additionally for killing p7 on turn 13: 966 gold which translate into 28x lvl2 creeps for 3 gold each = 84 gold total

P8 recieve additionally for killing p7 on turn 15: 210 gold which translate into 6 xl2 creeps for 3 gold each = 18 gold
P9 recieve additionally for killing p7 on turn 15: 210 gold which translate into 6x l2 creeps for 3 gold each = 18 gold



so in total your early leader kill performance granted you a bonus of:
at the time of the game being stopped

Layer1: 127
Layer2: 435
Layer3: 195
----------------
total of 757 gold on TURN 32

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

layer 2 would max out at turn 55 for a total of (until turn 55) for 630

Layer1: 288
Layer2: 780
Layer3: 195
----------------
total of 1263 gold on TURN 55


so yes, killing p7 ASAP is smartest strategy, and you are right about the fact that it might be too weak for TOB Map, so this will definately change, maybe even TODAY to make TOB more challenging

you were right about LEADER 7 is too weak on TOB and thus can be killed too early



also it may be valid to skip gold-granting abilities and set up stronger hero and go for early leader kill, as it may be more beneficial than weakening start and delay leader kill

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

also as a general increase in difficulty we may simply delete the base income, although lets assume you kill leader 6 on turn 20 and leader 7 on turn 40 on average, you would miss out on 480 gold on turn 100
The best bet is your own, good Taste.
Mabuse
Posts: 2395
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 6.9.991 -- 1.18 Server

Post by Mabuse »

As requested a revisit of the TOB Map before new Map release.
as pointed out Ancient Lich with its obvious weaknesses is not a good Choice for AIPlayer7 which grants huge Bonus for early Kill.
was replaced by a slightly higher tiered Enemy, also the sceptre was moved to be guarded by AILeader.

no other changes. Early leader kill still grants big reward.



----------------------
Current Version:6.9.991
Gameplay+Balance
----------------------


6.9.991
------

gameplay:
---------
TOB Map revisited, Sceptre now moved to be guarded by leader, leader7 type changed
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 6.9.991 -- 1.18 Server

Post by Skyend »

Wanted to feel the satisfaction to be able to kill the bosses, but die out of bordem. Without impact resi above 50% I'm never able to cope with them also my dmg was to low. Anyway the last unit I killed was the easiest.

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.
Last edited by Skyend on September 14th, 2025, 1:54 am, edited 1 time in total.
Mabuse
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

one last update.

- bugfix for heal+X ability (will now sync with default regen + ankh accordingly)

- mercs and other minions massive reduced hit+run cost to make them less clumsy, being able to keep up
and useful for scounting, scavanging etc

- warrior + roguewarrior recieve +12% HP at gamestart
- ranger +6% HP at gamestart
this is to reflect the reduced HP cost, and it also makes sense to beef up warriors right away



----------------------
Current Version:6.9.991a
Gameplay+Balance
----------------------


6.9.991a
------

bugfix:
---------

- fixed bug that prevented Healing+X ability to combine with ankh of life correctly (was set back on leaving shop)
(both have affect on default regeneration, unlike other regeneration boosting items/abilities)


gameplay+balance:
-----------------

- improved minion handling:
movement-spell for minions (mercs, undead, outlaws, heroes, demons) cost only 25% of its regular cost.
this is to make minion handling less clumsy and allow minions to keep up with master and improve overall useage/scouting tactics.

- warrior, rogue-warrior and ranger recieve an HP-Bonus at start, according to their reduced HP cost.
(warrior+roguewarrior +12% HP, ranger +6% HP). Depending on base HP this will result in a noticeable boost.
up to +17HP for the high-base HP units for warrior
The best bet is your own, good Taste.
Mabuse
Posts: 2395
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 6.9.991 -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 14th, 2025, 1:25 am Wanted to feel the satisfaction to be able to kill the bosses, but die out of bordem. Without impact resi above 50% I'm never able to cope with them also my dmg was to low. Anyway the last unit I killed was the easiest.

Continuation of the previous saved game, version 6.9.95 (I think).SXRPG Chapter IVTemple of Bones replay 20250914-032153.gz
will watch it.

and here you expierience the dilemma of cleric. sure its nice to have mana inflow and stuff, but total damage of onrush is low
also cleric lack raw stats like resistances, here mage may be better for its attackspell bonus can stack crazy high with some items.
also circle deal only 1 round of damage, so it dont need high resistances and/or hp to survive an attack.

even with warrior you might want to go onrush+charge as it provides a x4 multiplicator for damage, thing is to get it going and dont die. high resist are a must have, high HP also. but rage+magic+slow is usually the good bet, if cleric goes for that, it will be potencially very strong.

when i play cleric i usually go for rage, because dealing x3 damage is more than dealing x2 damage, and that tiny amount of mana flowing in from blessing/sanctification will never compensate that, although it is handy and comfortable (IMO)

still i think all the healing upgrades combined are extremely powerful atm.
with just default upgrades (healing+X +25%, divine healing boost +20%, default +15%, cleric staff boost+25%) he can put about +350HP for 230 mana on top of a yellow potion. so almost triple HP with just one yellow pot and 230 mana


you will also see that the damage calculation cannot handle HP beyond 100% so the calculator wil lie to you and always show the results of 100% calculation (usually devastating defeat), even if you might have 300% hp and would easily survive or even kill.
Last edited by Mabuse on September 14th, 2025, 2:03 am, edited 2 times in total.
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Skyend »

I agree on the dmg, to remove the 20% strike increase isn't the way.

Healing+X also increas owns healing spell? xD
Thought it only heals others :p
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 14th, 2025, 1:59 am I agree on the dmg, to remove the 20% strike increase isn't the way.

Healing+X also increas owns healing spell? xD
Thought it only heals others :p
yes, but thats seemed less attractive, so it now boost healing-spell, regen-ability and ofc also has healing-ability which gets also boosted by regenability itself.

combined with ankh it gets the default regen to +24, which may allow you to either comepletely renounce on megaregen or delay it quite a good amount of time

now its really great i think and worth for a massive healing strategy for cleric
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 6.9.95 -- 1.18 Server

Post by Skyend »

Mabuse wrote: September 13th, 2025, 6:11 pm total of 1263 gold on TURN 55
Wow that's a lot ^^. Totally worth it.
Mabuse
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Re: SXRPG Version 6.9.95 -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 14th, 2025, 2:03 am
Mabuse wrote: September 13th, 2025, 6:11 pm total of 1263 gold on TURN 55
Wow that's a lot ^^. Totally worth it.
yes, it inspired me to try also rush the new boss (strong trait seems so attractive now for p7 rush strategy, since it grants 150gold worth of damage right away, no "long-term-investment" like scout, or other nonsense like intelligence. :lol: ) if p7 dies early you will have plenty of gold)

however, i failed with cleric. but i think a warrior might be able to do the job.

or ... the classic way: try crush p6 on turn2 and then go for p7 kill aropunf turn 15 to 20. should be possible and might be the key to win
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Skyend »

I think you can zerk through p6 early. :lol2:
Mabuse
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

Skyend wrote: September 14th, 2025, 2:14 am I think you can zerk through p6 early. :lol2:
if you kill p6 on turn 2 or 3, you get (30-3 (or 2)) x 10 gold until turn 30. which sums up to 270 gold. and here is your longterm investment.
(beside basic income of 27x3 also almost 100 gold)

p6 as early as possible because later it dosent matter anyway, bonuswise
ofc in team it may be harder, but in team creeps provide more gold, so layer3 bonus is higher (p8+p9 pump out some trash)
The best bet is your own, good Taste.
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Skyend
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Re: SXRPG Version 6.0.5 -- 1.16 Server

Post by Skyend »

Skyend wrote: December 6th, 2024, 10:09 am Together with my mate matto, we played through all SXRPG Chapters (ended ch5 out of boredom in at turn 90+)

Server: 1.18
Version: 6.0.5b
Era: SX RPG Era (I think in the past it was called SX RPG max, playing with some selected default era units and some core units at max level)
Difficulty: Grandmaster
Mode: Death mode (but we loaded up to about 2-3 times per game)
Players: 2
Starting level: 0


(just some random, probably meaningless number on how I feel about the scenarios)
Scenario ------ Fun -- Difficulty - Path - Options -- Opponents -- Note
Chapter 1: --- 6.5/10 --- 4/10 --- 8/10 --- 6/10 ------- 5/10 ------- It's a good beginner and speedrun map
Chapter 2: --- 5.0/10 --- 5/10 --- 6/10 --- 5/10 ------- 4/10 ------- Since that was too easy, we tried the real power of mages out yes
Chapter 3: --- 6.0/10 --- 3-6/10 - 7/10 --- 6/10 ------- 7/10 ------- Kinda free after we figured the pot out, game felt over after we killed the first 3 bosses
Chapter 4: --- 7.5/10 --- 7/10 --- 7/10 --- 6/10 ------- 8/10 ------- The number of opponents early on, the variety of units as well as path finding is great
Chapter 5: --- 6.5/10 --- 6/10 --- 6/10 --- 6/10 ------- 7/10 ------- The opponent’s unit have good resistance mix not making arcane outshine
I'll replay Chapter 4 from this version 6.0.5b and maybe version 6.99 or the current version.
I'm curious if only my view changed or if chapter 4 always was a 2/10 (and not the hardes maps). TBH atm I think the hardest map is chapter 5. The rest is easy.
Mabuse
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Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

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
(423.65 KiB) Downloaded 9 times
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 :)
The best bet is your own, good Taste.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

Mabuse wrote: September 15th, 2025, 12:58 am 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
it definately will increase to 35%
The best bet is your own, good Taste.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 6.9.991a -- 1.18 Server

Post by Mabuse »

Mabuse wrote: September 15th, 2025, 12:58 am Merc Scavanger P6 kill turn2, P7 kill turn15 - TOB 6.9.991a
SXRPG Chapter IVTemple of Bones Merc Scavanger.gz
just calculating gold bonus for that one:


1)
for killing p6 basic income is increased by 3
for killing p6 basic income is increased by 4
total 7 (this will last the whole game)

2)
additionally
the income is increased for p6 by 10 for each turn before killlimit (usually 30)
the income is increased for p7 by 15 for each turn before killlimit (usually 55)

3)
additionally
for p6 for each turn before killlimit (usually 30) the remaining AI p8 and p9 recieve 14 gold immediatly
for p7 for each turn before killlimit (usually 55) the remaining AI p8 and p9 recieve 23 gold immediatly

ai 6 on turn 2
ai7 on turn 15


until turn 32:

Layer 1: base income:
----------
p7: (32 - 15) x 4 = 68 gold (base income)
p6: (32 - 2) x3 = 90 gold (base income)

Layer 2: early kill bonus:
-----------
p7: (32 - 15) x 15 = 255 gold (kill bonus) (would be total of 600 gold until turn 55)
p6: (30 - 2) x 10 = 280 gold (kill bonus)

Layer 3
------------
P8 recieve additionally for killing p7 on turn 15: 920 gold which translate into 23x lvl2 creeps for (8 -2(uncontested penalty) -3 (solo penalty) 3 gold each, = 69 gold total
P9 recieve additionally for killing p7 on turn 15: 920 gold which translate into 26x lvl2 creeps for 3 gold each = 78 gold total

P8 recieve additionally for killing p6 on turn 2: 392 gold which translate into 10 xl2 creeps for 3 gold each = 30 gold
P9 recieve additionally for killing p6 on turn 2: 392 gold which translate into 11x l2 creeps for 3 gold each = 33 gold



so this p2 turn2, p7 turn15 kill would earn until turn 32:

Layer1: 158
Layer2: 535
Layer3: 210
----------------
total of 903 gold on TURN 32

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

layer 2 would max out at turn 55 for a total of (until turn 55) for 630

Layer1: 319
Layer2: 880
Layer3: 210
----------------
total of 1409 gold on TURN 55


take 80 away from merc, its still at 1329
The best bet is your own, good Taste.
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