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A development update regarding our latest patch
RNG Golvigstein replied to Majora's topic in Announcements
Never before i use vpn but, as You said that solved everything. Thank You guys! -
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Metagross31 liked a post in a topic: Battle of Tactics #9: The Great Mage Magician - Untill 29.06.2025 23:59 CET
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Metagross31 liked a post in a topic: Crappy Card Drawing Collection
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With a good team you can beat pretty much any rPvE Expert+ map without phoenixes but good luck finding one. The average player has no idea how to handle difficult situations.
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Emmaerzeh liked a post in a topic: Into the Jungle solo Fire Guide (Fire Season Nightmare Challenge 5.3)
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Kubik started following AI/bot teammate
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Hello @Rankerz, you are right the technology back then wasn't so spread out, to make AI bots really viable, but it is right now. We added such option, to test the feasibility: But these bots are available only on test server, because as you wrote with enough skill the maps can be done solo, so balancing such bot is no easy task, if all it would take to win a map would be to add a bot that would solo it, then players would just do that, instead of playing the maps, to get rewards. Unfortunately making a bot, that will win a "PvE" map 100% of times, is so much easier than a bot, that would be only somewhat useful. Balancing such bots would be a nightmare, so I do not expect them to be on prod server any time soon. 😞
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I am wondering if this means you have to almost max out the points on every other challenges to get the promo Sunderer? I made some calculations based on whats currently known, and seems like if a player is only able to do all missions on advanced difficulty it would not net 850 points, rather 700 point ish Can any dev confirm? Do we need to do most of the challenges maxed out and almost all maps on expert to get the promo Sunderer? It is valuable information to know before someone invest 4 months into something to never be able to reach it (For example 720! round of RPVE does not seems to sound fun to me, even in 4 months)
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I've came back a couple of times to this game with always hyped up and kinda was wondering why I abandon this game after a while I could play this game 0-24 no kidding, but the thing which does not allow me to do is the lack of playerbase which affects matchmarking For example sometimes I open the lobby for a 2p or 4p map and get nobody to play with for 20 minutes and give up Yes you can solo anything with skill, but thats not what I'm after, especially in a multiplayer game So let's say there would be a middle ground between soloing the map and making a full team of players, and you could add an AI driven or bot teammate to fill a spot It could do simple actions like defend only, or even be neutral to player. I know this is an older game, and technology was not really advanced back then but this is might be possible right now You can also set rules, like only 1 AI/bot per map or only on advanced difficulty whatever if this is pushing the boundaries of player agency Let me know your opinions 🙂
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I have made a similar topic about Shadow Phoenix a couple years ago, and the conclusion was it is complicated to do and the devs rather focusing on buffing cards Since it is fire season, I do not think many people even notice the existence of this card apart from high difficulty RVPE teams If there will be a shadow themed season, this topic would get more attention imo Apart from nerfing the card the ground or total rework, a possible solution would be to make it a pure shadow card or bump the tier up T3. This would allow more room for splash decks and other T2 options to breathe without touching the initial mechanism Also, if this is the only way to beat certain maps, than the issue is with the map not with the card imo
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Immortal Skylord liked a post in a topic: Shadow T2 issues : a solution to solve it
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Shadow T2 issues : a solution to solve it
Immortal Skylord replied to This Is Halloween_2's topic in Cards
The only way to get speed run rpve is exactly phoenix + embalmer combo. With your suggestion, this will change play style for phoenix deck for most rpve player. I don't know why you wanted to suggest nerf card since "In 2024 we made the controversial decision to change Amii monument. While we do not enjoy nerfing cards players like, we do so because we think it is the best choice for the game as a whole. As mentioned in our explanation of change, we think that the time of major nerfs is now at an end, and we as a team commit to no further nerfs on the scale of Amii Monument or the previous Batariel nerf from 2 years ago to existing cards going forward." Why not talk about buffing card? Tbh I hardly see any phoenix + embalmer combo since fire season. My rpve duo runner quit too. So I don;t know maybe as community we gear toward buffing card or leave the shit as it is. - Last week
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SunWu liked a post in a topic: Crappy Card Drawing Collection
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Riviute liked a post in a topic: Shadow T2 issues : a solution to solve it
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For an avid rPvE Expert+ player like me a Shadow Phoenix nerf would be a disaster there are alot of maps where you absolutely need Phoenix+Embalmer to win expecially when you have a bad teammate. For example there are Bandit/Stonekin maps where T3 and T4 are right next to eachother you will have to kill 4 XL units + 4 Windhunters which is almost impossible with any other card especially when you have a slow teammate or on 2 player maps. Another expample are Lost Souls maps where you have to defend T3 against big spawn waves while flying over with some Phoenixes to help your teammate get his T2. There are so many maps that are barely beatable even with Phoenix+Embalmers expecially when you have slow teammates nerfing the Phoenix Embalmer combo would result in even more gatekeeping that means i would have to kick 80-90% of players i usually play with and that would completely ruin rPvE Expert+ because even in its current state it sometimes takes 15-30 minutes to find decent players.
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Armatores liked a post in a topic: Crappy Card Drawing Collection
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Added Promo Mana Wing in the First Post 🙂
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Shadow T2 issues in PvE : As you all know, shadow in PvE is in a really weird place in the T1-T2 phase. Past T3, shadow has access to plenty of tools to equal the playing field with other factions. At T1, shadow is in a hard place. But PvP balance & shadow identity make it hard to assure a good T1 in PvE. It is however still viable, with access to sustain, good range units, a global damage buff, and a viable tower in def scenario. Considering how careful balancing T1 require, owing to PvP, I'm going to concentrate on T2 viability. T2 shadow is defined by 2 cards : harvester and shadow phoenix. All other options are clearly inferior. Shadow mage foulplay + chaos knight neither warp TP is too cluncky, and impossible to scale up (you can successfully & with a limited range TP 1chaos knight for a good explosion, but more than one and they kill each other, so you can't scale the combo, & by itself it isn't enough). Nightcrawler suicide rush and eliminator + rippers simply don't work well enough outside of really specific situations. Harvester is overall in a good place. It benefit from lifeweaving for increased survivability, and can use stocked corpses from soulsplicer to insure the 1st use of it's ability. Then we got shadow phoenix + embalmer's shrine combo. A combo that has always been problematic because it allows to basically crush any land armies while unbounding your army. Now, I don't think having strong card combo is a problem in the game. After all, synergies are good to push payers toward complex deck building, and combo of cards also cost precious deck slots, a resource that was always at a premium, and a downside that is even more costly in the post amii monument era we are in. Having said that, phoenix + embalmer combo is a clear outsider compared to others (Time vortex + FoF, viridya + lost shade, strikers + Fire Force, commandos + rioter's retreat, ...). Contrary to all those, the phoenix + embalmer combo allows not only quick nuking of entire group of ennemies, but also the full unbouding of your army. That last part is what really make the combo stands out compared to all others. It's also the reason why shadow hasn't received any PvE T2 support from the team. It's too strong, hence you can't up the rest of the faction. For the short term, it's also a combo that is used as a short gap for the almost non-existent T2 amii. On the long term however, it will also keep the rest of the faction from evolving, like T2 shadow. Now let's talk about the other options, should we ever do something about it. 1st the limits : 1) The unbounding part is almost impossible to remove, with phoenix in it's current iteration. 2) We do need to offer compensation, but also an alternative, to shadow T2, and to a lesser extend to amii & maybe even bandit & lost soul. 3) We should avoid destroying the combo, & more importantly the cards themselves. 4) We need to offer alternative to the affected factions. The last point 3 points is what has motivated me to write this long post 😅. Many ideas have been thrown around to solve the phoenix issue. There's basically 2 big side : make shadow phoenix spawn smaller phoenix or phoenix with less damage (the reduce damage per iteration solution), or increase corpses requirement after each resurection iteration. It is the last one that has made me realise 1 of the biggest issues of the combo : embalmers shrine insanely high level of corpes increase +220% or x3,2. It basically divide by 3,2 the resurrection cost of the phoenix. But outside of phoenix, the card is never seen. So we got a card that trully enable the combo, but is never used anywhere else. Right now, a phoenix can do up to 2200 dmg. Add dmg to buildings not generating corpses, ennemies shield, and overkill, and it's hard for a phoenix to pay for it's own corpse cost. With embalmer, it's 625. 2 unit in the area is already 1100 dmg. even with shields & overkill, it allows easy resurection. So my idea is this : rework embalmer shrines to reduce its combo potential with phoenix, while opening the card to combo with others shadow corpses based cards, like FoF, necro-blaster, shadow insect & altar of chaos. To do that, it means reducing the bonus significanty while giving a better reason to play the cards in any other situations, introducing flexibility. We need to"de-couple" a bit the 2. My idea is then to make the shrine passive, moving it to T2 &increasing itscost in compensation while cutting by more than half the bonus : Orb cost: Shadow, Neutral (T2) Power cost: 70-90 range Charges : 4 Description: Passive : all corpses in the current game will grant (55-65 / 60-70 / 70-80) 80-90% more life points when being gathered At 80% bonus, phoenix resurrection cost increase to 1111 instead of 625, meaning that at least 3 units per phoenix must be hit to trigger its effect. Additional testing must be done with the numbers of course (& maybe resurected phoenix will need to have an increased cost to 2500-3000 if trully needed), but this change is a step that allows us to both keep the combo with a slap on the wrist, while giving a new tool to shadow to combo with other cards. FoF basically becomes 9% void return, but at a cost of 1/1.5 less cultist master at T3 bounded power in the shrine). It "gives" back to casual players a solution to automate their necro-blaster defense, so without cultist, but at a cost of an additional card slot (which in this case is alright, again a solo tower is problematic, a combo of card isn't, the player will have to sacrifice something else, like cultist). Now for the compensation : we need something to help shadow T2 units (mage, knight, rippers, nightcrawlers, eliminator). I already made post on the subject. What shadow T2 needs is a healing/sustain spell. There's 2 theme for shadow : corpses & lifesteal. Lifesteal is out of the question for T3-T4 scalability reason (thx Cocofang & Hrdina Impéria). Furthermore, as pointed out by Tristan in previous conversations, we need to be carefull not to allow the new card to enhance harvester (PvP & PvE considerations). After much iterations, the best idea I have than can work is to introduce a sustain shadow spell using the special effect from rippers; allowing units or the spell to consume corpses. Since many sustain options are 1 orb restrictive (nature heals but also bloodhealing), & in the idea to also help amii, I think it's faire to make the spell 1 orb restrictive : Soul Feast Orb cost: Shadow, Neutral (T2) Power cost: 90p (more ?) Charges : 16 Description 1 : Summon a 25m radius corpse collecting aura in a chosen area. For the next 30 seconds all corpses in that area will be consumed to regenerate 35-45 life points every seconds to every friendly unit in the area. Reusable every 30 seconds. Description 2 : Summon a 25m radius magical aura. All friendly unit in the aura consume nearby corpses to regenerate 35-45 life points every second. Last 30 seconds. Reusable every 30 seconds. I feel the correct regeneration rate is somewhere between 35 & 45hp/s. The new card will combo with our reworked embalmer's shrine, but most of all shadow mage doubled with a frontline of chaos knights or rippers. This spell will give an alternative to shadow at T2 that doesn't enhance harvester. I'm still not 100% on how to make the effect work in relation to range units (I prefer description 2, easier to implement, but the question for me is whether ranged units will have enough range to gater the corpses for regeneration). The spell doesn't combo that much with ashbone, who tends not to kill things 1 by 1 but often all at the same time due to their flamethrower, & then moving away. Viridya already offer a 45hp regen every 2s to them, unconditionnaly. Big XL units at T3 don't gain much with this. Only magma hurlers could be a bit of a problem (& even there unity G might be better so i'm not too much afraid). The big upside of this spell is that it allows shadow to use both shadow mage at T2, and cultist master at T3, in an offensive way (blood healing with cultist master is impracticale). To resume : 1) To nerf phoenix + embalmer combo, & open embalmer to other possibilities, make it passive in exchange for Tier & cost increase, & massive corpses buff decrease. 2) Give shadow/amii/bandit/LS a new sustain tool using rippers effect. To me it is strange that only rippers & overlord use this considering how shadowy the effect feels. This tool open shadow to shadow mage + frontline rippers/chaos knight combo, & use of cultist master offensively (shadow mage needs 35hp/s min to regen between 2 shots). These changes should open more possibilities for shadow at T2, while starting to put in check the phoenix combo. Your though ? https://discord.com/channels/604212371828899851/739437604914855996/1388891178920837333
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Ok the problem is gone now. Not sure if updating my driver helped or whatever. Can I close or delete this topic? Lets see,
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Unfortunately several antivirus programs have been flagging certain Skylords Reborn files. Add an exception on your anti-virus for the game's folder to allow the launcher to work. Anti-virus programs, including Windows Defender, can also isolate your files while downloading, preventing the installation altogether. White-list the folder beforehand. Apologies for the inconvenience. Please read this for a full explanation.
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Statement about antivirus programs flagging Skylords Reborn as unsafe
Majora replied to Majora's topic in Announcements
Sorry to hear you were having problems. It is included in our latest video installer guide: It is also included in our FAQ on the download page: Common Technical Issues people face. The issue has become more widespread however, so we will make additional adjustments. -
Lipto started following enlarge cursor
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hi everyone , i have looking my video of game, i have a problem to follow the cursor in screen when the game is intense, it's possible to enlarge or add visibility for view all informations when looking video of battleforge best regards thanks
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Statement about antivirus programs flagging Skylords Reborn as unsafe
Raikao replied to Majora's topic in Announcements
You should add this to the installation guide for one thing as I just had the exact same problem and this has been an issue for a year. It kills your onboarding I don't know why you would not make it very clear to people that the installation will fail unless you prep a folder for it and exclude it from your AV/Windows Defender. -
http://puu.sh/Kw8IX/8d7e888bc9.png So what now? Edit: I managed to fix the issue. However: You need to either get white listed or put that stuff in bold letters in the base description of how you even install this. Error: 11 tells the user nothing and having to google and figure out it's because of Anti_virus putting files in quarantine is just super unneccessary. And this has been an issue for a year now. I don't understand how you expect to have any decent onboarding when people can't even install the game.
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Hello, so as the topic says when I clicked the PLAY button the game wouldn't open. After deleting the BattleForge folder in documents as explained in step 7 in this topic the game would start again. When I mark fullscreen and try to restart the game it will stop at PLAY again. Since the problem seems to be related to the folder and specifically the fullscreen what can I do? I can't put in any resolution so the game is pretty small and not fun to play that way.^^
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Llewellyn liked a post in a topic: Skylords Reborn on OSX/Linux via Wine!
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It goes up to 8 million? I'm at 230 000 and I thought I was very far cause I spend so much time on a daily basis :O
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Llewellyn liked a post in a topic: Skylords Reborn on OSX/Linux via Wine!
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Mission: Get copy of each unique card in the game by opening boosters.
JiiPee replied to JiiPee's topic in General Talk
Small update. Currently my 100 promo mission is at prome #45. Year started with a bang. Pulled 6 promos in January. But not all months are same. This month only 1 so far even that I have possibly opened more boosters than I did in January. New content in game made quite nice boost for card sale compared to other months. -
JiiPee started following Seasonal challenges
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What was design goal for repeatable 1.8? 8 million power spend to spells feels quite high and I explain why. Casual rpve adv++ 4-player run, I used 8 364 power for spell when whole team used 20 805. So my spending was over 40% from total what means 3 others used under 20% = about half what I used. I believe my playstyle with this deck is quite spell heavy, what stats also confirm. Deck have also 12 spells what supports the claim. I have monitor few runs now and sometimes power spend is 7k something other times its 10k. I also think that I play quite much per day. So far I have spend 1 338 950 to spells. We are now 96 / 122 days left? (not sure if its 120 or 122 or what) so 26 days is already behind. 8 mil power / 122 days = ~65 574 power required to spend for spells every single day. How about my progress? 1 338 950 / 26 = 51 498. So I am not even close to hit that target. At this rate I would hit under 6,3mil. Also if we now do 65,5k / 8364 = 7,8. So I would need to play 8 similar rpve match to hit this required target. If 1 match last 15min, that is 2 hours spend in game every single day and it just goes up if and when you cannot play. Repeatables 1.5 & 1.7 seems to be another what people may have troubles. That target I am currently hitting with this playtime. Then we have repeatable like 1.6 what many did in few days. I see there huge imbalance. Even 3 times higher requirement, there would be already people who would have finish this. I do know how I can archive this 8mil goal but I really dont think that people should start to exploit and build special spell wanking decks and go spam spells for nothing with offering + sunken temple + furnace. IMHO repeatables should be endless or what you can archive with resonable time spend in game.
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With the season-specific challenges and expert maps often requiring specific decks, I find myself increasingly drowning in decks. Which is awesome - I LOVE deckbuilding in this game 🙂 In fact, I spend more time with that than actually running missions ^_^ Unfortunately, that leads to quite a mess in the deck list. There are filter options, which is good. But additionally I'd like to be able to mark my 1-3 favourite decks, so they are always listed first and I don't need to search for them or make ugly names. Also, I' found myself naming decks like "zz Ascension 2", just so they are at the bottom of the list, because I rarely need these mission-specific decks. Not sure if this is required, but if there are favourites that are listed above everything else, maybe there is a use of the opposite as well, for decks you don't want to delete, but still rarely need that specific one.
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Your logs mention the loss of connection between you and the server. Battleforge has a very strict 100% uptime restriction, meaning it can't reconnect like most modern games can if a hickup occurs. If you have the slightest instability in your internet, it can freeze and not recover. You could try using a VPN, which often solves the issue for most players.
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A development update regarding our latest patch
RNG Golvigstein replied to Majora's topic in Announcements
I played once 4man map i think game freeze for all of us, because they start typing after crash. Since then im playing solo, because i dont want to leave teammates causing harder game for them.