SXRPG Version 5.2.3 - now on 1.12 Server

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

SXRPG Version 5.2.3 - now on 1.12 Server

Post by Mabuse »

4.9.12a: port to 1.12 wesnoth. SXRPG now on 1.12.X server
1.0.0 SXRPG MUSIC ADD ON also on server


----------------------
Actual Version:5.2.3
----------------------

(only compatible with other 5.0.0+ versions)




SX RPG ADDON is a standalone multiplayer ADD ON for Battle for Wesnoth.
Featuring finest SX gameplay with RPG elements. Expierience the 6 classes of warriors, rangers, clerics, mages, rogues and roguemages and find out about their strenghs and weaknesses.
Each map in the pack is an adventure for 1 - 5 players. Less players means that each player gets more gold to get started with.
While the easier maps can be surely won by solo play, the harder map may require some teamplay in order to be successful.

The maps feature also many new units, new sounds, theres an external music file which is recommended to use, new terrains and so on.
All carefully implemented into the maps to show the players to some extent what parts of the wesnoth community have done.
This stuff was made mostly by the great wesnoth community and i hope that people who find their work here are proud that it was put to (hopefully) good use. Other gfx stuff is from opengamesart.com.
Of course i tried to edit things where it seems useful to fit. So here is the credit to all the artists from the wesnoth community.
There are to many too be credited separately, also i dont want to forget someone and point others out instead.
Many thanks to the contributors.

Have Fun
Last edited by Mabuse on January 19th, 2018, 2:19 am, edited 15 times in total.
The best bet is your own, good Taste.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 4.9.12a - now on 1.12 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MAPS DISPLAYED HERE MAY BE OUTDATED DUE TO MAP_OVERHAULS FROM LATER VERSIONS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 (RawMaps)


Episode I: Castle of Cantar
--------------------------
Bildschirmfoto der Karte_0.png

Episode II: Evil Dead
--------------------
Bildschirmfoto der Karte_1.png

Episode III: Wizard of War II
----------------------------
Bildschirmfoto der Karte_2.png

Episode IV: The Temple of Bones
--------------------------------
Bildschirmfoto der Karte_3.png

Interlude I: The Isle of Dread
--------------------------------
Bildschirmfoto der Karte_7.png
Last edited by Mabuse on June 25th, 2015, 7:50 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 4.9.12a - now on 1.12 Server

Post by Mabuse »

4.9.12a:

- Ported to 1.12

- Adapted HUD/THEME for 1.12
- Adapted Terrain for 1.12
- Adapted AI Behavior for 1.12


Gameplay changes:
------------------------------

- Improved Enemy Placement/Behaviour for Final-Boss Fights
(Castle of Cantar, Evil Dead, Wizard of War II, Temple Of Bones)

- new Items

- a bunch of low-items: coins (1 gold, 2 gold) and plants/tails (+1 max hp) are scattered across the map at start
to add more randomness to the game and make exploring map more interesting
(numbers of Items depend on number of players at start - ye more players the more items scattered)

- Item Drop System changed: Players may now increase their Drop rates individually
Drop Chances are now no longer cumulative, instead they are checked consecutively if a boss dies
(i.e. drop chances of each player do not longer add up, instead they are checked one after another if a Boss Monster dies
so there are now up to 5 random rolls 1-100 to check wether a BOSS drops an Item or not, and each of the chances can be
increased by each player)

- Item Drop Chances can be increased individually in Shop
(max level required to protect unexpierienced players wasting money st start)

- intial boss item drop chance reduced to 15% (formerly it was 18%)

Bug Fix:
--------------
- fixed Elder-Mage defend animation bug (displayed other unit when defending)

- Fixed bUg that prevented some items to spawn; in essence that means that you will see some new Items




GL HF
The best bet is your own, good Taste.
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ChaosRider
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by ChaosRider »

Mabuse wrote:4.9.12a:

- Ported to 1.12

- Adapted HUD/THEME for 1.12
- Adapted Terrain for 1.12
- Adapted AI Behavior for 1.12
Checked addons from 1.12.2 wesnoth and I couldn't find your addon. In 1.12 you can't have spaces in files names, abilities descriptions you should change too (don't use there enter inside description, everything must be in one line).
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
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Ravana
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Ravana »

It is not enter that is not allowed, it is : in first line of description that needs to be gone.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Mabuse »

ChaosRider wrote: Checked addons from 1.12.2 wesnoth and I couldn't find your addon. In 1.12 you can't have spaces in files names, abilities descriptions you should change too (don't use there enter inside description, everything must be in one line).
yes, abilities descriptions got changed, too. (and ravana is right, the parser checks for ':')
however, the server refuses to accept my add on so far ( i tried until the morning broke already :lol: )

saying there are illegal characters or (white)spaces in the filenames or directories.

problem is: now i have to search a lot, since there are a lot of files, pngs and stuff.
hopefully i can find the bug
The best bet is your own, good Taste.
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Ravana
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Ravana »

I used command line dir /B /S > tmp.txt to easily search for different symbols.
Mabuse
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Mabuse »

So, finally its up :)


4.9.12a:

- Ported to 1.12

- Adapted HUD for 1.12
- Adapted Terrain for 1.12
- Adapted AI Behavior for 1.12


Gameplay changes:
------------------------------

- Improved Enemy Placement/Behaviour for Final-Boss Fights
(Castle of Cantar, Evil Dead, Wizard of War II, Temple Of Bones)

- new Items

- a bunch of low-items: coins (1 gold, 2 gold) and plants/tails (+1 max hp) are scattered across the map at start
to add more randomness to the game and make exploring map more interesting
(numbers of Items depend on number of players at start - ye more players the more items scattered)

- Boss Item Drop System changed: Players may now increase their Drop rates individually
Drop Chances are now no longer cumulative, instead they are checked consecutively if a boss dies
(i.e. drop chances of each player do not longer add up, instead they are checked one after another if a Boss Monster dies
so there are now up to 5 random rolls 1-100 to check wether a BOSS drops an Item or not, and each of the chances can be
increased by each player)

- Item Drop Chances can be increased individually in Shop
(max level required to protect unexpierienced players wasting money st start)

- intial boss item drop chance reduced to 15% (formerly it was 18%)

Bug Fix:
--------------
- fixed Elder-Mage defend animation bug (displayed other unit when defending)

- Fixed bUg that prevented some items to spawn; in essence that means that you will see some new Items

- fixed various other bugs that cluttered strr.text



Conclusion:
--------------
- so what in essence changed are the final boss fights, where more guardians were made mobile
- there are now some items scattered across the maps, with a total value of 100 - 150 gold (per player)
- the mechanic how boss items will be dropped changed, chances for players are now checked consecutive and not cumulative, which allows that players can increase their rates individually.
- hud/theme is reworked so it fits SXRPG (more space for weapons, some stuff rearranged)
- new items were added
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Mabuse »

Also the MUSIC ADD ON is uploaded :)
The best bet is your own, good Taste.
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ChaosRider
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by ChaosRider »

You can use program ReNamer.
Inside this program you can set what you want find and for what change (look for space and change for _), also before it change anything you have to agree & push possible changes which you can view on list. All files which will be changed are on red color, you can sort them as you want - as for units code later you can just copy these red files names to txt file and later as I did in notepad++ (when you have all units files opened) change with ctrl + H.
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.
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Ravana
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Ravana »

I would say that every single ageless ability and weapons special listed in misc macros has different id now. For example all of them start with AE_ now, or at least are meant to.

I am willing to update your list.

Additionally, soultaker is weapon special not ability now.
Mabuse
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Mabuse »

Ravana wrote: I am willing to update your list.
That would be great :)
The best bet is your own, good Taste.
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Ravana
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Ravana »

I will start sometime tonight. I plan to send that single updated file back.
Mabuse
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Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Mabuse »

Take your Time.
You can also send me simply the code you changed ;)

in any case its cool to cooporate.



For playtesters:
--------------------

im interested if the gameplay on 1.12 is "fluid" from technical aspects.
(as far you can speak of that in SXRPG - later game)

- Do you think 1.12 performance is slower than 1.10 performance?
- Is 1.12 even faster than 1.10?

and of course what you think about the new features and balance.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 4.9.12a - now on 1.12 Server

Post by Mabuse »

Btw, as mentioned, there are 3 maps in work, but as you can imagine, help is always needed and wanted.
(nothing is finished here)

so if you have one of the following skills/motivations:

1.) are a unit-wml artist who can craft factions out of a set of given GFX
2.) have creative ideas about ITEMS for SXRPG
3.) can make cool maps that fit into the SXRPG style

we can cooperate.


IF

1) fits to you i can hand over a bunch of GFX to you to make factions out of it.
Of course it may be that the one or other value needs to be changed in order to balance the thingy out for SXRPG - but you dont ned to worry about that.

2) fits then perhaps you select a cool item gfx and tell me what it should do
more items are always appreciated

3) fits then im eager to work on factions myself and try to bring your map to life!
of course it may be that there will be some (minor) changes to the map

in any case, point 3 is kinda difficult since there is no guarantee that your map makes it into the pack,
but if the base layout is good, then we can always make something out of it.
The best bet is your own, good Taste.
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