SXRPG Version 7.7.60 -- 1.18 Server

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Mabuse
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Mabuse »

Skyend wrote: August 8th, 2026, 5:16 pm I guess 2x speed upgrade on that particular map with 2x abilities granted later is probably an option.
But ig I don't think u need more than 0-1 and magical classes none.
But I also use attack spell more, so there is a difference. (especially with ranger, all said pre buffs)
i guess its just personal preference.

i am also annoyed because there are many useful abilities but im kinda stuck to the mandatory ones, and my 2 movement-abilities.
but for me, when i play solo, or maybe 2 player team they are always worth it, because at start of your turn you get your 10 movement points,
and everything that follows are either killmoves or hit&run moves (or potion), and 6 killmoves is like 50% more mobility, the whole turn is kinda killmoves or hit&run movement and i cannot ever renounce on it.

just havin 5 killmoves and hit%run cost of 20 makes me feel the game is unplayable :lol:

so i am chronically short on abilities.

as said in group-play i also would play more chilled and get max 1 movement ability because the game is more slow and steady then, and also you dont know wether you get more abilities or not. for warrior or ranger you'd want advanced alchemy and hvy armor for late/andgame.



the overworked TOB is on its way,
the old has 3 main issues that will be adressed

- leader 7 can be killed too fast
- the mid map is rather unchallenging
- the temple needs to open before the gorgon boss is killed because else you could skip the entire temple defense somehow just by rushing
(well you could skip it anyways, by avoiding them, but it should not by because you were simply faster than them)
- so there will be also a nasty change in the late gameplay

then the map will be more like Tier 4 probably :)


because the map has some potencial, also to annoy the [censored] out of ranger, i look forward wishing i also should have bought an attack spell. :)
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Skyend
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Skyend »

What do you mean with Tier 4, in TCGs that's like 0.01% of the played decks. You can't win anything with those. While Tier 1 are the very best 1-3 Deck, if there is any Tier 0 then the game is f, cause most will be forced to play that that to have a chance.

But I asume you mean, as higher the Tier as harder the map is.

So what's your personal ranking?
Mabuse
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Mabuse »

Skyend wrote: August 9th, 2026, 8:47 am What do you mean with Tier 4, in TCGs that's like 0.01% of the played decks. You can't win anything with those. While Tier 1 are the very best 1-3 Deck, if there is any Tier 0 then the game is f, cause most will be forced to play that that to have a chance.
i used on that term an inverted logic where "tier" translates into "level". :)

that is, because a classic tier system would require to know what the most difficult map is or will be, but since the most recent map (should) be always the most difficult map (so its a dynamic), the "difficulty-number" of all previous maps would change once a new map comes out, so it would make no sense, to classify it in that "higher means easier" way.

so if i speak about tier or level, higher number means always higher difficulty, and 1 is easiest, that way cantar always stays tier/level 1 and will not change every new map its tier number. ^_^



in any case the TOB map will quite change drastically and wil earn its level (tier) 4 reputation as is always should have :)
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Skyend
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Skyend »

hm I really wanna have a chaotic Death Knight (wanted to play that unit for a long time, hopefully it's good enough now), just for the theme, cause wtf would be a lawful one? However, is there even a reason to take chaotic ig?
Most opponents are chaotic with some neutrals, are there even lawful ones, hm maybe some drakes one cantar?
At least I feel like there should be (more) lawful ones to mix it up.

I normaly only take neutral, to get the best items, but that's obvs dumb with fearless. :shock:

Only upside is the option to take outlaws, but are they even worth it? (Probably not)
Then there is skirmisher or heal-x, both are ok options, but not mandatory. While for warrior heal-x is probably even better after you took regen.
(But you'll hardly have the ability points for any of those 3)
Mabuse
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Mabuse »

Skyend wrote: August 11th, 2026, 3:13 pm However, is there even a reason to take chaotic ig?
none that i can think of atm. :)

i agree mixing in some lawfuls would be cool.
maybe even into the existing maps.

perhaps all "humans" could be lawful in a way, however, maybe that would seem strange

on the other hand, when fighting the drakes in cantar also no one ever asked wether it makes sense or not that they are lawful, so iguess its ok

humans on the other hand, outlaws are already chaotiv, so humans can be also chaotic.
would it make sense for them to be chaotic?

in the past i would have said no, but for balance things can always change.

so im open for suggestions to strenghen chaotic
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Skyend
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Skyend »

Yeah also in, the existing maps, this will also increase the difficulty slightly. Drakes, Humam Fire Elemental (maybe), woses. Not all, but some.
Mabuse
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Mabuse »

Skyend wrote: August 11th, 2026, 5:54 pm Yeah also in, the existing maps, this will also increase the difficulty slightly. Drakes, Humam Fire Elemental (maybe), woses. Not all, but some.
sounds good.

we need some kind of explanation though why chaos faction soldiers would be lawful, and outlaws for example are not.
(this could be then mentioned in the unit descrptions)

reason could be that the imperator recruits its units from the subdued regions population, and human population is generally useful for the emperor for their ability to fight in broad daylight and are for that reason a good addition to the orcish and halfblood armies, which fight better at night

only the more advanced branches like demonologist which almost lost their human nature completely turn into fully chaotic being, being more demon than human


for outlaws its clear that they are used acting under the cover of darkness and rech their full potencial at night, while at day and in broad daylight their action are clumsy and foreseeable


lawful will still be the better choice for combat, but chaotic is partially strenghened.
reason for neutral or chaotic are probably only niche choices like yo really want to have skimisher on that unit, or wanna try a necro build
(never tried that (but no, with the ability to generate mana on defense you might place them just beside a (regenerating) fungus and try to get some passive mana for the rest of the game, so e.g. you reach max mana dont know what to do with it, and get an undead or an outlaw and create a "mana farm".

but for these cases a little balance in form of having some lawful units on the battlefield is surely great,
also difficulty will be high(er), if enemy uses a lawful/chaotic mix because then you can never avoid potencial heavy damage.
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Skyend
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Skyend »

chapter V state died.

Matto complained about projectiles maybe u wanna give it a read, but not much said. However, once you get hit from 3x you'll take maybe to much dmg. Also in a previous game he mentioned how it dosen't makes sense having a projectile spawning behind him while the attacker in his front. (cave little space)
I rember after a unit moved projectiles can also spawn on impassible terrain. (not sure if you fixed that or if that need to be fixed)
SXRPG Chapter VSanctum of Shadows Turn 37.gz
(1.1 MiB) Downloaded 5 times
Anyways, not saying you need to do anything.

Rogue Warrior is much better in a team over solo, great class if you ever can upgrade your 2nd weapon ^^.
Mabuse
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Mabuse »

Skyend wrote: August 17th, 2026, 10:20 pm I rember after a unit moved projectiles can also spawn on impassible terrain. (not sure if you fixed that or if that need to be fixed)
yes, need to be fixed :)
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Skyend
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Skyend »

Maybe u can make it always better to kill the projectiles on offense, so u can prepare for those slightly better.

Another thing, isn't the unslow spell too expensive. Having the option is nice, but with it's cost going for it rather not expect on the late fame.
While you can cure, it by killing a weak unit next to you, or potentialy with an attack spell as mage. for 30 mana.
Also, posion can be cured by heal spell + u get healed (I love this) for 40 mana.
So having unslow for 50 mana, seems too much.
Mabuse
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Mabuse »

Skyend wrote: August 18th, 2026, 6:02 am Also, posion can be cured by heal spell + u get healed (I love this) for 40 mana.
So having unslow for 50 mana, seems too much.
it can be reduced in cost by enhancing heal (heal ability, items that boost heal, cleric bonus, divine health) though

unslow is "classified" as heal levl2 spell actually so its more expensive than heal 1, but as said can be reduced in cost


while i agree it IS expensive im unsure if we really want to reduce it in cost

the "trick" using heal1 to unpoison (and thus gain full regen) is smart though :)
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Skyend »

I wonder why you haven't removed Elvish Lord yet.
It's still just a worse version of Sylph or Fencer.

Lord: 102hp
Slyph: 21 less hp (81), 2x strong attack, even impact (slow) is 1 dmg below cap, 3 weapons, fly, better or equal terrain Training, better options (I guess you can, take cave and fugan not montain), 10% more resi
Fencer: 1 less hp (101), Skir, better weapons, 10% more resi, slightly worse terrain Training but 75% base def on forest and montain with item 80

Lord is a nice skin, but there is no still no reason to play it. On chapter V (well arcane sucks there, and that's the only thing speaking for Lord over Fencer.)
And if arcane is good then it's still always Sylph. Lords melee blade weapon can't be used to argue with it's only 1 dmg more than shop weapon.

I also don't wanna agrue if your unit """balancing""" changed anything or just buffed some op units more.
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Re: SXRPG Version 7.7.2 -- 1.18 Server

Post by Skyend »

Thinking about it Sylph has 75g less to spend on a terrain with it's extra weapon 30g and not having neg resi arcane 10g.
That's 115g that makes up the hp diff.

I forgot to mention the 5% terrain def buff, for the 3 terrains upgrades that Sylph dosen't need/has.
But those dosen't matter, those are sand or snow, swamp and shallowed water. None of those matters, but slyph is still better there.
Mabuse
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Re: SXRPG Version 7.7.3a -- 1.18 Server

Post by Mabuse »

----------------------
Current Version:7.7.3a
BUGFIX + REBALANCE
Not compatible with 6.X.X Version
----------------------


7.7.3
------------

- fixed Bug moving bosses will not cast spell on impassable terrain
- added Royal Guard, Merman Hoplite, Direwolf Rider to SXRPG Era.


Slight adjustments for unit Balancing
- Bonus for less then 5 moves reduced to 1% per move
- this results in a HP redutction for all units with 4 moves from previous version
(dwarves, woses, shock trooper)
- mobility compensation factor increased from 1.5% to 1.6% perstage
(resuts in some units may gain +1 HP)
- temple of bones map renamed to Temple of Bones Classic, because there is an update of the map incoming which will address many
issues of the MAP. The Classic Version can be used for Speedrun Tournaments or Tests among Classes.
The best bet is your own, good Taste.
Mabuse
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Re: SXRPG Version 7.7.3a -- 1.18 Server

Post by Mabuse »

Skyend wrote: August 18th, 2026, 8:59 pm I also don't wanna agrue if your unit """balancing""" changed anything or just buffed some op units more.
well, considering the most op units like
sylph, inferno, great mage

we can state that they got noticeably nerfed, considering -2 damage and HP loss.

that they are still good choices, is because their attacks are at cap and their overall attributes (mobility, etc) remain untouched which also made them a good choice already. so what remains are still good units at attack cap, and that will be always a good choice.

but: the gap was a bit closed, and other units may also have stepped up to be more useful now.


as a test for the balancing i also added yeti (but removed it, since i though it may be a better addition on the enemy side) to the ERA, and it ended up with 110HP and 26-2 melee. other stats remain unchanged (it has good resists) and could have even been included in the era without causing headache, because it is in no way OP anymore, but i may use this unit better as enemy unit, also it would look weird, if such a big unit has "only" 110 HP.

the HP nerf on yeti worked like that,
1) cap HP at 100
2) more flat curve for HP adjustment (after curve adjustement HP is 137, which is also natural CAP, it would only go higher if 100 base HP units has exceptional bad movement and/or very cheap cost which is very unlikely, in most cases HP 100 unit will have much higher cost, which strip off HP instead of adding more)
3) cost penalty stripped some HP off
4) mobility penalty also stripped a bit off (but not that much)
resulting in 110 HP, and weapon set to CAP

it shows, that any era can now be played, even with "lvl6 units" that some eras provide, units recieve a nerf that will make basically any unit playable
while still leave the basic attributes like resistances and mobilty untouched, so they are distinguishable from each other.

yeti would be slightly better than troll or shock trooper because of its resistances and thus make the latter obsolete, which is why i think the era works better without it :)

-------------
edit:

btw, the total HP cap at 100 is also a protection against unwanted effects, because without capping HP at 100, the natural cap of the formula would be around 143 HP, which is reached with around HP 125 and then it would plateau for a dozen of HP and decline around 140 again, making a 200HP unit end up with around 100 after formula, before all other nerfs e.g. cost nerf apply. and would finally lead to bizarre and unwanted effects.

so capping HP at 100 (before formula applies) basically benefits all units with HP > 140 because they would end up having less due to formula without cap and the gap between 100 to 140 would only result in net +6HP which would only increase the gap to other units. so the artifical cap at 100 is needed to reduce gap to low HPunits, and prevent bizarre effect of very high HP units have extremely low hp.
Last edited by Mabuse on August 19th, 2026, 6:19 pm, edited 2 times in total.
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