SXRPG 6.0.0 (or higher) SPEEDRUN REPLAYS

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

SXRPG 6.0.0 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Here is a Thread for Replays for SXRPG 6.0.0 (or higher)

Purpose is to find out Balance problems, but also showcase abilities or inabilities of the different Classes.
Games should be played on Expert or Grandmaster.

You can (as nobody can control it anyways) save/reload, since there will be always situations when someone is lucky or not.

I start with a


Temple of Bones, Grandmaster, Normal Start, Solo, Great Mage - mage Class, 77 Turns

I think Great Mage is really a great Mage, it lacks a bit in mobility but its damage output is huge, which is what we want for a smooth start.
Magestaff and Backpack right away. Also no Aracane Weapon. Mage Fire is strong enough. I was lucky finding an undeadbane weapon, but didnt find many attack spells upgrades and such, so its always kinda balanced.
Last edited by Mabuse on August 24th, 2023, 8:41 pm, edited 4 times in total.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.5.3 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

btw,the next thing to prove (for me) is that 5 player team will easily outmatch any solo player.
(= is even faster than solo player in speedrun)

also group play isnt about doing the big killstreaks all alone, and also regeneration (hp+mana) rates will be a bit more important
ofc there is much more to think about when playing 5 players, because the different classes will have different playing styles, and even the player number may be important which class to put in which slot)

advantage of 5 player is that they can theoretically farm the map more easy, and get more gold more early, to the point that each player is on par with the solo hero in strengh

so if anybody wants to take its turn on this - give it a go.


(another SXRPG hint:
all damage caluclation shown ingame are wrong if your HP are higher than your max-hp, so after taking a yellow pot, or blue pot or spell that increase your HP beyond max all damage calculation are wrong, and you either have to calculate yourself or let yourself be guided by expierience.)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.5.3 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

and another speedrun, with the new version 5.5.5a

TOB, Ghost Warrior, Turn 62

in the end i found 2x herbal scroll + my alchemy ability left me with super cheap potions, which was surely helpful, so here is an example.
the best point about the alchemy ability is the additioal potion storage. which was super helpful. the reduced pots-price werent game breakers

i also found a bomb which helped me solve the puzzle of the last move.

ofc ghost is very good, and i have some ideas how to slow it a bit down. it showed also where the map can be optimized in regards to enemy movement. some stationary bosses should be more mobile. and there should be more mobile overlords, their magical flaming sword was the only thing that i needed to fear.

this time i went for a better Damage/HP balance and went kinda "crazy" on HP, and here we have a good example where some balance adjustments can be made.

for next version we may see some changes to slow ghost down ;)
SXRPG TempleOfBones Ghost Warrior 62 Turns.gz
(457.76 KiB) Downloaded 38 times

also one thing you (but surely me) will notice is that the gorgon sorceress at the end really tried to slow me down with its cold aura, although i had 95% cold resistance, which resulted me taking 1-15 damage for this attack. sure the attack didnt kill it (so its slowing attempt was successful) but i took happily that free round of attacking, so i could save my precious yellow pot 1600HP pool for the next attackthat killed it (and more hp for the the next enemy) - that was kinda nice. if it would have damaged me it could have set me back a couple of turns.

also again, this is no run where i didnt die (although i didnt die to often) especially at the end there is some reloading involved trying to figure out how to solve the thing with the limited resources. often one blue pot can make a difference. and also it makes adifference wether you spend 400 bucks into another damage/strike or get some more HP. for warrior often the latter is better kinda. but too less damage is also not good.

another honorable mention go to the maulers axe which slayed the gorgons like nothing and the movement spell i found before turn 40.
so this run everything went smooth tbh :)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.5.3 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

the replay shows that there could be done someting about slowing down progress a bit (without using cheap tactics of course.)
also taking into account that ghost is due to non-optimal initial design choices a (accidentally) favored unit.


this will be done on next version:

for TOB:
- some stationary bosses will become more mobile, therefore cannot be ignored anymore and thus will need to be taken care of, which increases the fun of course but also cost some time and HP and perhaps a potion. as there are some lost opportunities to cause some trouble and trouble is always nice :)

in general:
- some units will become corrected designwise to better address the needs, the golem for expample will most likely get an arcane melee attack since it fits as it is some magical creature, and the dread riders will also get a arcane melee instead of a cold melee which also fits. i even dont know why it has cold in the first place. (ofc there is need for some cold melee still)

- also one major design problem is that in he earlier days arcane-melee was often coupled with "drain" (mainly for ambiance/immersion reasons) which doesnt affect ghost at all, instead even makes ghost more stronger in comparison since non-undead units will have more disadvantage. while this is not bad in general, so the overall amount of arcane-drain may be reduced a bit thoughout the unit-roster, and arcane-slow will be bit more often.

as yo see arcane as no1 choice for dealing with ghosts is also valid for AI :)

so nothing special or unfair here, just some slight corections which may end up eveing the odds a bit and not favour certain units too much.
no changes to core game mechanics like creep progression or boss progression, i would like to keep the game flowing and improve the opposition by design


EDIT:
-----------

on the other hand there is o guarantee that this will really slowing the ghost down, as i improve with every run i make and see things i could have done better. but if e.g. the golems that guard the lich-chamber will have some arcane at hand, and maybe require one or two more potions (or dauntless upgrade) to be handled properly there will be surely soem kind of slow down, which results in stronger boses later and thus more slow down :)

but as said ANY slowdown in the ARCANE-sector will be handled with 150 gold, since this is what dauntless costs, which raises arcane resist to 50 which is enough in early/mid game, even for ghost. and then fire is also taken care of.

150 gold and 1 ability point is all it needs to nullify this effort ;)
still im going to take that route since 150 bucks are 150 bucks :)

- so a bit more arcane to grab that 150 bucks from ghost to force it to invest in dauntless
- some stationary bosses to create more problems to be taken into account
- more overlords (will be added/more oreferred to the random roster) and also for fix spawns
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.5.3 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

however:
-------------

beside all these things which wont change much, the REAL reason why ghost is so smooth and easier and powerful is because ...

its low starting health is not really represented.
actually, allunits get (depending on trait) mostly +36HP right at start for being in the SX system.

this works in most cases since the HP dont differ to much - but in case of ghost i think there will be a rebanlance on that aspect
players will get a +% percentage value added to their Health, so the differences will be more elaborated, a low HP hero will end up getting in relation less HP than a high hp hero.

so compensating the fact that ghost get free skirmisher, free high MP, freegood terrain defense, free good terrain movement, a good starting weapon, extremely good resistances .. things that other units have to pay for, ghost would need to spend at least 100 to 200 more gold than before into HP, to get close to the old numbers, and need to play in the beginning with more caution (thus being much slower) before it unfolds its power of unseen mobility, undead trait etc..

while other, more beefy units will get a high hp start and have other possibilities

so there will be a simple rebalance of starting HP calculation (in fact i will take the average of all SXRPG era heroes and then just look which multiplier get the old +36HP (or other) value. then simply use a multiplier and see how things unfold.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.5.6 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Here is a speedrun replay

wizard of war II map, ghost warrior, 64 turns

with version (almost) 5.5.6

note: there were some changes installed after the replay (this was a test run to see which parts may be improved (e.g. some more mobile bosses etc))
but the changes made on the units wilnot break the replay, so you can just set "ignore all" them and continue watching, this was made with the latest "nerf" on low HP heroes ("ghost")

after all, it didnt change much about the overall usefulness, but im still pretty happy with the change since it is a nerf and ghost needed it, its still its one of the best units, hands down ;)

in WOWII map, the last fight was a bit tricky as the abyss devils were just to stong to overcome for me, they would just annihilate the ghost with their flaming swords --

but since every defense has a weak spot i found out that the last batch of bosses are mobile to slay unsuspecting foes, so i used a merc as a bait (^^) to lure them out of their guarding positions, i had to buy an ability scroll for it and had to pay for the merc-ability, but the money was well invested.

also i found a bomb which i used, and i also found an undeadbane weapon - both were kinda essential for the finish.
it was not the strongest weapon but it did some chip damage while keeping me alive to take a red potion and blue on top and enemy was weakened enough. so its also important in which order you use which weapon. you gotta use what you find.

as said: "ignore all" messages since the version of the replay is already outdated (but the changes wont affect the replay), but it had the ghost HP nerf already.

SXRPG WizardOfWar2 Ghost Warrior Turn 64.gz
(474.37 KiB) Downloaded 46 times

WOW II wont flow as smooth as Temple of Bones and you notice its a bit outdated. the recruitment lists could need an overhaul and some unit GFX need a serious update. still its good to see the last fight is manageable even if you basically are serous on the disadvantage
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.5.3 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

so after some warrior runs which where challengewise a bit underwhelming i think we need to take a look at certain warrior special upgrades

most likely there will be someting done about onrush+slow special, which is way to cheap for its effect. it will get 150 gold up in price and charge will also get up in price by about 50 gold

stunning hsield use will get reduced in price by 50% (125 total) since it is not useful in comparison atm and you wil be better just getting cheap onrush slow atm, which is not wanted ;)

so actually i think the problem is not the amount of money you get in solo, its more that onrush+slow special is too cheap and its a bit OP for its actual cost
so balancewise the combo onrush+slow+charge will be about +200 in cost after the rebalance ;)

dont know what to do with stunning shield use, i should get rid of it :)
(and adjust prices for SLOW for warrior)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.6.0 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Ok, so the Balance Update is kinda complete for now. and i must say i worked out as intended, as the following replay wil show.

the funny thing ist, that it is still an extremely good result, but i really wanted to try my "ghost-avalanche" and see if it was destryoed by the nerfs.

Temple of Bones, 5.6.0, Ghost Warrior, 66 Turns.

ghost warrior, strong trait, neutral alignment
as said, no more funky shop weapons, so i had to go with a "normal" enchanted sword, it got charge upgrade and as well slow for a whopping 500g on it right off the bat, itemwise i took backpack and ring-of-defense which helps reducing damage a bit and is surprisingly in every regard worth the gold (although i always thought otherwise) another strike, +2 arcane and +2 fire armor, rest was HP i think

i went my usual route , the ring of defense was worth the cost, the fire-powered fungi didnt hit too much .. long storys short - i went early for first leader, since i was kinda confident to anyways take him down early- but what can i say, i couldnt scratch him much, but i tried killing it, you woill see in the replay, and i only suvived the attempt because i was seriously high on yellow and blue pots. i needed to retreat and slowly rebuild. ...

the delay was very clearly feelable, as the mobile bosses ofc also get stronger over time, which doesnt make it easier.
as i said there were some changes made to the map, more overlords roaming.. some units better arcane damage.
it didnt help though stopping the ghost finally.

i didnt find movement spell, but went light-foot anyways, which is pretty great :)

the end game was so lucky i found two bombs, and the undeadbane firesword (and i put slow on it for sure ;)) which made short work of almost any roaming opposition in the castle
the chaos-adjucators really sucked though, i dont know they really destroy me so i didnt bother too much about these and since i had two bombs i went for an early assassination strike on the last leader.

having said that: the game now plays as intended, it cannot be nerfed any more, the game gives you enough opportunities to get a lucky strategy going, and once you build your hero up you have all chances to win, but as said, it wont be a walk of cake anymore you really need to think which upgrades you get at start and build more slowly up, which is what i wanted :)

as said i was repelled hard at beginning and had to retreat but i took the challenge and really went the route.
in end game you can feel theres some gold missing compared to the last game (has a bit less HP) (as the upgrades cost a bit more) but that would only matter in speedrun game
so dont whine ghost is still a viabale option, but it can be well that high HP wose is very good now also



P.S: and i found a bug, there a green shard that cannot be picked up. will be fixed soon.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.6.0 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Temple of Bones, Grandmaster, 5 Player Run - Drake Enforcer (warrior), Grandmage (mage), Sylph (mage), Dwarfen Lord (warrior), Ghost (warrior), 69 Turns

so this is rather a showcase that 5 player game is valid and playable on grandmaster

in the game you see some heroes died and use their ankh revive, also in last turn i sacrificed Dwarf to get the Kill on Turn 69
so the game is not perfect, but it surely had its great moments when ai literally spammed half dozens of ghosts into my party, really nice fights and proves that even 5 player team can do a serious early rush. ghost as usual shines here due to its mobility and exceptional resists

so far form perfect but a first try. you could do a lot of things better e.g. make specialised warrior for the different end game bosses for example.
late team coordination was a challenge, in this run the plan was to give ghost all the armor upgrades, that was the only strategy.
Dwarfen lord ended up being a bit useless and weak though. the drake enforcer was build to destroy the adjucators which worked quite good
Dwarf should have build to kill Gorgons, then it would have probably survived.

Also the mages should have probably went for magic circle as wepaon base special, but i dont have expierience with it, focus precision makes them take to much damage in end game which leaves them as potion carriers (though fast ones with teleport) and artilery support, and trash mob removers. i dont know, but something to try surely. focus precision works very good at start and later also ofc.:)

maybe i will add some high level wepons to it or change the one or other late game item.


this game was done without inventory examination of other players, which was a a real pain. so it had to be added.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.7.0 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Speedrun, or playing example,

5.7.0

Isle of Dread, Ghost Warrior, 55 Turns, Grandmaster

so here is example of new gameplay, still ghost is good even if it can be drained. isle of dread was chosen as its a bit cramped so bosses will show up quickly, not many potions available and the end boss has a strong drain, EVEN if it isnt the strongest one and quite tame in comparison.

i guess having drain-resistance removed from the game is hard for units like ghost as they have no real chance to become very fire/arcane resistant ... but thats the whole point, isnt it? best protection against drain is ofc having solid resistances like 70+ in end fight

Isle of Dread Ghost Warrior 55 Turns.gz
(408.55 KiB) Downloaded 39 times
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 5.6.0 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

SX RPG 5.7.0

While Ghost is extremely mobile and sweet early play, it sucks in end game due to its limited free Armor Slots.

The Drake Enforcer is a real Beast, starting with high HP, it can become (with all Armor Items) an End Game finisher.
you would need a realy menagerie of guardians to stop it.
here is a Replay

Wizard of Warr II, Drake Enforcer, Warrior, 66 Turns, Grandmaster

The bane of Darth Saul. For Fun it killed all his Guardians before delivering the fatal Strike.
i only left out the dragons since they were too strong, or they could be ignored anyways :)
(and as you see i like warrior, since it is pretty straightforward and easy to play)

thelric was kinda the nastiest one of them, bc of his cold drain, but i maybe got lucky on it :)

and i just see i had a bomb, which i didnt use because i forgot it.
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.0.1 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

i have a replay handy for the new map

Santcum of Shadows, Grandmaster, Drake Enforcer, Warrior, solo, 75 turns.

and there was also save scumming invloved behind the scenes, but not in regard to repeat "unfavorable battles" but sometimes if you do the wrong turn or strategy you might end up trapped and die. and it happened a lot. however, lots of fun.

wasnt meant as a speedrun basically, as you see i acted quite .. confused in end game as i evaluated what to do best (and im the map maker :lol: )
however, as creator you know quite well what you are doing. also i was quite late killing the sorceress.

i got "torc of the witch hunter" which made me fearless/lawful at some point, and in the late game i realized that attacking at daylight will reduce incoming damage seriously and from that point on it became a speed run since its all the difference. also i found 3 bombs and used them, which made life a ot easier :)
(and ofc "armor matters" -- and whule there is serious need for armor on this map, i knew what was needed). but the last bosses had to be killed by hand.

surely build up strategies will be different when playing chaotic/lawful, but lawful has all the advantages, attacking when enemy dont get its damage boost, allows to "get along" with less hP thus you can spend more into damage, which allows you to kill some enemies without yellows.
(and yellows are a bit scare on the map since many enemies are pretty dureable i guess i even wasted even 1 or 2 pots)

however, the game is ofc also playable slowly and steady and more conservative.
the game wont be attached, to not spoil the map in the first days. unless someone wants it badly.
it might not be the best strategy, i have a idea what to do in order to boost your strengh, but it seems risky.
also i used ankh of life as a fast travel option, which is nice :)


ok, here is the replay, but beware it contains spoilers
(will be shown later)



- balancewise the map is playable
- but i think some enemies in early game are a bit too mobile, and need some terrain cost in order to allows the player to retreat better.
makes thing more interesting if player is allowed to use terrain as advanatge
- composition of late game creeps could be more threatening, while creeps are in general not very threatening, but this need some evaluation
Last edited by Mabuse on August 24th, 2023, 8:42 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 6.0.2 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

Sanctum of Shadows, Grandmaster, Drake Enforcer, Warrior, solo, 68 turns.

ok, another replay
checked out a small twist which made the thing a bit easier and saved me some turns.

also it may be that im wrong but the slightly slow down of the creeps was noticeable and made the map-feeling way better.
(barbarians + dark elves get mountain movement cost of 2) Version 6.0.2

Santcum of Shadows, Grandmaster, Drake Enforcer, Warrior, solo, 68 turns.
potencially i would say it may be possible to save another day e.g. 3 to 4 turns

there was some save scumming behind the scenes, and the initial plan was to kill the ghouldragon at turn 58 but no matter what i tried, it didnt work out.
preparation phase was bad and i also left a red pot behind which i was in need of later ...
day/night cycle one of wesnoth most important core game-mechanics dictated my gameplay in end game on this one. On night saving up stamina to have something to work with, gathering resources, go shop, get potions and build up for the day attack.

replay will be shown later :lol:
(and you will noctice that i refused to take robe of lich king very early, since i wanted to play lawful (but chose neutral in the alignment selection, which was perhaps the fist mistake already, im already used to get an item which change my aligmnent to lawful sooner or later)


---------------------
btw the purpose of this is not to encourage speedrun (although it is nice). its more to check wether the map can be played fluidly and if the map resources are ok. since once you cannot progress and need the ai to spawn creeps (to get gold) in order to progress it would be no good (ofc you have to kill the creeps to get gold, but there should be no "dead end", unless you made a mistake).

most likely playing in team will be potencially slower, and need to rely on other stratgeies perhaps, more assistance of mages etc, also you would have to deal more with guardians since you cannot dodge in/out like in solo play. however, a good team would be kinda unstobbable, although it could have its difficulties in early/mid game.

a slow and steady approach is most likely better than rushing in multiplay team game
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SXRPG 6.0.0 (or higher) SPEEDRUN REPLAYS

Post by Mabuse »

so atm i test 5 player group run, but have no replays since a got stomped. badly.

however, there is hope since i made ofc many mistakes in these runs. strategical mistakes.

1) not using bombs
e.g. 3 bombs on hand but want to "save" them up for the "real deal", while getting woverwhelmed by endless boss hordes?
guess what? simply bomb 1 leader. makes less bosses. sure that will trigger retaliation boss spawns. but after that ... less bosses.

2) had a great start but then idling around not taking more map resources, and then get stomped by bosses around turn 30+?
keep it pushin, grab.the.chests.kill.the.enemy. leaders. see point 1.

3) while trying to hold line against bosses you use up to many resources (buying pots in shop while not on and game)
and dry out of resources and fall into a downward spiral.

4) ineffective builds
some of your units seem kinda useless? think about what can be improved. getting HP is not always the way to build up sturdyness for example.



having said that. i am curious what your preferred build are (or were until they got nerfed like ghost, haha)

i think with the new magic circle grants +2mana per hit, you can easily try a drake burner build, it has 6 strikes (on lvl 3) giving it blessing makes for another strike (for 100 bucks), then just add circle and you are good to go. it has already great movement, great HP. give it an fireball spell+mage staff, and it may deal reliable damage (which cannot be slowed) often enough. from then on pour gold into damage until you need more strikes.

feel free to show me your builds or preferred units.

the drakeenforcer worked well as warrior for solo, but in group play it is a bit slow build up. even as being warrio the arch-mages (real beasts) dealt partially more damage.
The best bet is your own, good Taste.
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