SXRPG Version 5.2.3 - now on 1.12 Server

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Warfall
Posts: 126
Joined: March 28th, 2009, 5:55 pm

Re:

Post by Warfall »

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Last edited by Warfall on July 6th, 2015, 3:11 pm, edited 1 time in total.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Mabuse »

Ok, i see your suggestion.

Now i take this idea to bring
Hunter_trait and Brawler Trait back into the game.


For warriors/clerics:
------------
Hunter Trait: +1 ranged strike, addable slow for ranged weapons is reduced by 50% (makes it then 150 gold)


For mages/rangers:
----------------
Brawler trait: +1 melee strike, addable slow for melee weapons is reduced by (almost) 50% (makes it then 150 gold)


well, and thats it. your idea is implemented.



btw, i think about making resilient regenerate 10HP per round :)
The best bet is your own, good Taste.
Warfall
Posts: 126
Joined: March 28th, 2009, 5:55 pm

Re:

Post by Warfall »

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Last edited by Warfall on July 6th, 2015, 3:12 pm, edited 1 time in total.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Mabuse »

Warfall wrote: On a first reading this sound less relaxed that the initial suggestion, and after thinking about it, your idea is the best: this will force a strategic choice. Also very nice to add an equivalent capacity for the ranger class. Excellent ;-)

well, to balance this in shop the
"net" for hunters and the "shield" for brawlers also recieve a +3dam boost

so hunters and brawlers come along with reinforced net/shield

making it (with the additional strike) a whopping 11 - 4 (net) / 12 - 4 (shield) weapon with slow

so being a hunter/brawler and relying on default weapons (and buy "slow" for it) make only sense if you have a strong default weapon
Last edited by Mabuse on June 29th, 2015, 5:36 pm, edited 1 time in total.
The best bet is your own, good Taste.
Warfall
Posts: 126
Joined: March 28th, 2009, 5:55 pm

Re:

Post by Warfall »

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Last edited by Warfall on July 6th, 2015, 3:12 pm, edited 1 time in total.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Mabuse »

only the net+shield SHOP weapons get the damage boost of +3.
this is a must to compensate the fact that buying anything BUT a net or shield would be the better option ;)
(to get a slow-only weapon in shop)


the default attack of the bat would not be touched
also you would not be able to add slow to magical melee without deleting the magical on it.

(for melee weapons you NEED stunning shield use for making slow addable, and this will not change :))
The best bet is your own, good Taste.
Warfall
Posts: 126
Joined: March 28th, 2009, 5:55 pm

Re:

Post by Warfall »

-
Last edited by Warfall on July 6th, 2015, 3:12 pm, edited 1 time in total.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Mabuse »

Hey,

it is already implemented.
(along with 3 new items, which are quite uber-great if you find em :))


however, just thinking about it:

hunter-trait is pretty powerful now.

if you think about it, with BRAWLER trait you get a 12-4 slow weapon (shield default is 9-3 ... +1 strike and +3 damage) for 55 bucks. (the trait itself has a value of 100, but since it also gives +6 Health, which are worth 40 gold, the cost for the effect is 60 - so it makes a toal of 55+60 = 115 gold. 12-4 slow melee.)

a warrior or a rouguewarrior has to pay a lot more money to achieve this.

so you have energy-storm and 12-4 melee slow ... cant touch this

maybe it is too good? ;)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Mabuse »

Warfall wrote: My feeling is that it will be more reasonable to limit this extra damage to +2 for hunter and +1, even 0, for brawler. (even for hunter trait the damage enhancement can be impressive, red mage can come out of the box with (16+3)19*6 fire+magical+slow, not all rangers or mages came out of the box with that on fire weapon.

To sum up, what i mean is: the idea is good, keep it, might need some tweaking on numbers if this is a game changer for ranger class, and less risky on this topic warrior class.
however, i see you addressed that it your last post
The best bet is your own, good Taste.
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Griffith
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Joined: March 24th, 2012, 12:37 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Griffith »

Hello!

i get this bug

http://pastebin.com/3pHeXnNA
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Mabuse »

Hey, i also got this message once.
(For no reason - it worked before that mesdsage and after that also)

just retry again - starting wesnoth
and tell me if the Bug still occurs.

i have no explanation for it, since themes/_initial.cfg is part of the wesnoth core and should not be missing (and it is definately there in my version, in yours hopefully also :))


maybe there is another reason, for example the thems have to get loaded before useage, and for some weird reason (another installed addon) the stuff got loaded, but in your setup not.

or another addon clashes the themes and disable the default loading of the core themes.


but im sure that SXRPG work in vanilla-wesnoth (wesnoth with no other add-ons) so if there is a reason then probably because of another add-on
The best bet is your own, good Taste.
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Griffith
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Joined: March 24th, 2012, 12:37 pm

Re: SXRPG Version 5.1.0 - now on 1.12 Server

Post by Griffith »

I removed other addons and its the same.
I remove sxrpg and other addon work.
I reinstalled wesnoth 1.12 , wich is a bit strange on ubuntu now, why are there so many packages?
nothing , still bugged
Warfall
Posts: 126
Joined: March 28th, 2009, 5:55 pm

Re:

Post by Warfall »

Griffith wrote:I removed other addons and its the same.
I remove (...) addon work.
I reinstalled wesnoth 1.12 , wich is a bit strange on ubuntu now, why are there so many packages?
nothing , still bugged
Hi Griffith,

without any need to re-install, you can, logged as standard user (so the user you played wesnoth with), execute the following commands under a console (gnome-terminal, konsole or whatever):

Code: Select all

rm -Rf ~/.local/share/wesnoth
rm -Rf ~/.config/wesnoth
Both commands will completely purge all the wesnoth environment, while keeping all installed wesnoth's programs. This is the simplest thing to do (you will have to re-enter that you are 'Griffith' and re-download the addons). In few words: you will be in the same state that the very first time you are using wesnoth on a computer.

You can try to execute only the first command (then, only purge the addons and the saved games), sparing you to have to re-enter the 'Griffith' info (and all settings about language, sounds and various options), but still have to re-download addons, and leaving room to inconsistency between the configuration files.


See you later,


PS: also make you a favour, and try to drop this super-buggy and ultra-spyer ubuntu ;-)
Last edited by Warfall on July 24th, 2015, 12:33 pm, edited 3 times in total.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG Version 5.1.3 - now on 1.12 Server

Post by Mabuse »

Hey, also addressing the Bug mentioned by Griffith i uploaded a new Version, which hopefully fixes the Issue and comes along with some nice buffs, new items, and more sposibilities to set up an entertaining game.

there is also a new game mode called "Arcade"
in this mode every hero has 3 lives, well and thats about it.
this is a bit more forgiving than death-mode

The main goodies are:
- some buffed traits
- arade mode
- less harsh revive mode
- 6 new and nice items
- more nits in sxrpf era
- more restrictions on custom abilities and weapons specials
(quite some got sorted out or replaced with a less OP version)



BUG-FIX:
---------

- included "themes/_initial.cfg" into the upload package since some player seem to have problems
to get this loaded from core


-Gameplay
----------

- Dextrous/Strong/Balanced fighter trait: recieved a +2 HP buff
- Hunter Trait: -50% cost ranged slow, +3 dam for net in shop, (also +1 ranged strike as usual)
- Brawler Trait: -50% cost melee slow, +3 dam for shield in shop, (also +1 melee strike as usual)
- Resilient Trait: now regenerates 10 HP per round (+25%)
- swimmer trait gives 50% def on deepo and shallow water

- new Gamemode: Arcade Mode - each player has 3 Lives, no further penalties apply on players death
- revive-mode: creep strengh get increased less quickly (- 20%)

- 6 new Items; amulett of water buff: 60% def on shallow and deep water

- enhanced restricion of custom era abilities for a more balanced playing expierience
(especially ageless-era is supported)

- added units to SXRPG era.
(max level: dwarvish arcanister, dwarvish explorer, kalifa khalid, kalifa rasikh)
(low level: dwarvish scout, khalifa arif)
The best bet is your own, good Taste.
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Griffith
Posts: 23
Joined: March 24th, 2012, 12:37 pm

Re: SXRPG Version 5.1.3 - now on 1.12 Server

Post by Griffith »

new version works , ty

i tried arcade mode with 3 characters , but the 3 one seemed to have 1 live.
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