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Hrdina_Imperia

Map Designer
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  1. Metagross31 liked a post in a topic by Hrdina_Imperia in Community Update - June 2024   
    Awesome stuff, as always. It pleases me how well the project is evolving. 
  2. Majora liked a post in a topic by Hrdina_Imperia in Community Update - June 2024   
    Awesome stuff, as always. It pleases me how well the project is evolving. 
  3. Hrdina_Imperia liked a post in a topic by Majora in Community Update - June 2024   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Statement about antivirus programs flagging Skylords Reborn as unsafe

    Lately we have been seeing an alarming rate of issues regarding the launcher of Skylords Reborn. We'd like to take some time to explain the situation, what you can do yourself, and how we are working to resolve these issues.
    Since our last patch, several antivirus programs have been flagging certain Skylords Reborn files, with pcre3.dll often being identified as the culprit, though we have also seen mentions of proxy-internal.dll, proxy-legacy.dll and proxy-test.dll. 
    Unfortunately, reversing some of the changes in the patch did not resolve this issue. We are now considering alternatives, such as purchasing certificates to mark these files as safe. However, as a volunteer project, we need time to explore these options, ensure they will solve the problem, and make sure that server upkeep costs are not significantly impacted.
    In the meantime, players can make an exception for the Skylords Reborn folder in their antivirus programs. We understand players might be hesitant to do so, and while we do not know for certain what exactly makes antivirus programs consider these files unsafe (as their explanations are usually very vague) we’ll give an example why they might. The Skylords launcher functions in a way that triggers some antivirus programs, yet this functionality is necessary for the game to work and is harmless for the user.
    By default, the game is designed to send your login credentials to the EA server, just like every other always-online game communicates with its official server. However, EA shut down the official server, leaving nothing to communicate with. Without the EA server, the game cannot function. To make Skylords Reborn work, it uses a technique that "reroutes" the login credentials you enter to the Skylords Reborn server instead of the non-existent EA server.
    Because login credentials are being sent to a different server, it makes sense for antivirus programs to be alarmed. However, to be clear, what is being redirected is only the credentials you enter on the login screen. These are your Skylords Reborn account credentials, which the project already has from your registration. They are then sent to the Skylords Reborn server instead of the dead EA server. Otherwise, the game would fail to connect and not work.
    To allow the launcher to function correctly, you need to make an exception for the folder so the antivirus program leaves it alone. Otherwise, the launcher might get stuck trying to find a file that was quarantined by the antivirus program. Please note that this issue might resurface with future patches. How to make an exception varies for each antivirus program. If you need assistance, please head over to technical support, and we’ll try to help you.
    We understand these issues are causing frustration among our players, and we are working hard to find a solution that prevents users from having to take actions they might not feel comfortable with. We appreciate your understanding and patience as we search for solutions.
     
    • Feedback Survey - Community Updates

    Last month we put out a survey to gather feedback on our Community Updates. A big thank you to everyone who participated and shared their thoughts and kind words. Whether you have been with us since the beginning, or have recently started following us, we appreciate you taking the time to check in. 
    The survey gave us some valuable insights, and we are happy to confirm many of you read the Community Updates even when you are not actively playing the game. The main goal of these updates has always been to ensure you know we are constantly working behind the scenes of Skylords Reborn to prepare new content for you, even if you can't play it immediately. We know many of you are excited about new campaign maps, and we can't wait for you to experience them. Because we expect many inactive players to return once we release them, we are dedicating significant time to testing and balancing them to ensure they are ready for release.
    Finding the right balance between making exciting announcements and delivering them within a reasonable timeframe has always been challenging. Due to the volunteer nature of the project, it remains difficult to estimate how long it will take to complete a task. One month, we may make great progress on a specific feature or card, only to have a critical team member needed for its implementation suddenly need to focus on their job or studies the next month, causing progress to halt. We are glad to see that you understand these challenges, but we will strive to manage expectations better regarding communicated release dates.
    Fortunately, our card reveal for this month is a card that has already been implemented on the internal test server, so we can guarantee its future release. But before we get to that reveal, let's talk about patches. 
     
    • Upcoming Patches


     
    There are currently four new campaign maps in development; three 2-player maps, and one 1-player map. The first two maps you can expect will be Unexpected Visitors and Into the Jungle, which are part of the Key of Ashia story campaign, filling in some of the questions the original campaign failed to answer. In Unexpected Visitors, you will defend the last Amii tribe from the Lost Souls, while Into the Jungle tasks you with finding a new safe haven for them.
    We are currently in the final stages of testing and tweaking these two maps, which will be released together in the upcoming "Echoes of the Amii" patch in 2024. We aim to release the other two maps shortly after in a follow-up patch, depending on the progress made.
    Although we are not ready to announce a specific release month for the campaign maps, we are pleased to share that a new content and balance patch will release in June!
    This balance patch will include long-awaited changes, such as the rework of Colossus, along with two new cards: Icespike and Swarm. Stay tuned for the patch notes for more information.
     
     
     
    • New Card Reveal - Swarm

    Today's card reveal takes us back to April 2022. In our Nature Deep Dive, we introduced the concept of a tier 3 spell card called Green Tide, designed to help the faction counter enemy crowd control defenses like Willzappers. We also discussed planned changes to Grove Spirit and the addition of a new tier 4 Nature spell, which ultimately became Sanctuary. While technical limitations unfortunately prevented us from implementing the changes to Grove Spirit, we are excited to announce the release of the tier 3 spell we previously mentioned. Introducing the renamed Green Tide: Swarm!
    Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release. 


    Swarm will be a new tier 3 Nature card, and will be an uncommon. Swarm will release in our next content patch in June. Let's break down the card.

    Beetle Infestation
    Summons a swarm of four Burrowers at the target location which die after 20 seconds. The Burrowers can be controlled by the player, but they do not provide ground presence. They will have the same upgrade level as the spell itself. Reusable every 25 seconds.
     
    Design notes: While Nature decks have a lot of flexibility, one of Nature's persistent weaknesses is buildings. None of Nature's damage spells affect buildings and the faction lacks long-range siege abilities that would allow players to target important buildings in the backline. While we have tried multiple solutions to this problem that were not just adding a Nature version of Earthshaker, we also recognized that Nature does need a specific anti-building spell. Still, we wanted to give this spell a unique twist that fits the Nature faction and so we settled on a spell which spawns burrowers unconditionally, allowing you to directly target buildings with siege bugs.  
     
    • Art Spotlight - Swarm

    Since we knew Swarm would be spawning Burrowers, our obvious starting point for the card artwork was the original Burrower artwork. We wanted the card to clearly showcase the units being spawned were the familiar insect, yet keep the artwork distinct enough to convey that this is a spell, not a unit.

    Our artist, SpiritAlpha, began with four rough sketches to determine the best way to achieve this. Knowing we could use the original spawn animation of Burrowers crawling out of the ground, we kept this in mind while working on the artwork. We quickly settled on the final pose.
          
    We then spent a lot of time ensuring the creatures resembled the original Burrowers while being distinct enough to recognize each card separately in the deck. We experimented with various green color schemes, and a few iterations are shown below.
          
    We liked how the piece was coming along, but were concerned about the lack of contrast, given that the entire artwork consisted of various shades of green. We brightened up the background to make the Burrowers pop a bit more. During the process, we also placed the artwork within the card border to ensure it remained clear and readable in-game, and we explored various options for its zoom level. We finalized the piece by adding some flying grass and raising the grass on the ground to align with the card frame's cut-off point. Making the Burrowers' eyes glow also turned out to be a nice finishing touch.
          
     
    We are very happy with the end result, and hope players will appreciate the hard work of SpiritAlpha!
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
    • FINISHED - Official Event #13 - A Town in Need is a Town Indeed
    For this newly released community map, players had the choice of defending the town or overwhelming the Twilight attackers. You can watch the highlight video here, and be sure to check the map out if you haven't already.
     
     • SECOND PHASE IN PROGRESS - PvP AI programming contest
    We are gathering players for a new type of event. Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
     
    • Team changes

    We are happy to share Bergerb has joined the map department. He has been working on fixing some of the bugs of the campaign, and will help the team in streamlining various maps. We also have a new Testing Coordinator. After Volin retired his role, we are glad to have Vrizz take up the mantle. Thank you, and a warm welcome to the team.
     
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
    We are especially looking for some more proofreaders (English), to read over stuff like the Community Update and Event posts before they go live. We are also looking for translators (French, Russian) to help with our new campaign maps and more. 
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.

    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    After player feedback in our latest survey showed that players dislike scratch codes, we have decided to remove them.
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update May 2024
  4. Hrdina_Imperia liked a post in a topic by You will win with me in Stamis Skylords Saturday   
    I would be delighted if you would drop by on Saturday evening ☺️
  5. Hrdina_Imperia liked a post in a topic by Metagross31 in Official PvE Event #13: A Town in Need is a Town Indeed - UNTIL 14.05. 23:59 CEST   
    Hey all,
    thanks again for participating in the event and big thanks to @Ultralord for hosting such a nice stream and to @R4bitF00t for creating the map for us to play on.
    The map will obviously stay available as a community map, so even if you missed out on the event, you can still play it!
    Here are the final rankings again:
    And here are the winners of the ranodm draws:

    I also sent out the rewards via ingame mail. If you did not receive your reward yet, please let me know as soon as possible, so we can sort things out.
    This concludes all business with this event, see you all in the next one!
  6. Hrdina_Imperia liked a post in a topic by Metagross31 in Official PvE Event #13: A Town in Need is a Town Indeed - UNTIL 14.05. 23:59 CEST   
    Hey all,
    sorry for the long silence, I had a lot going on IRL in the past week.
    Since you all have been waiting so patiently, and the winner reveal stream is still in preparation, here is already a teaser for the rankings:
    Note, that the top 5 of each category will not yet be revealed, to keep a bit of tension 🙂
    So if you did not find your time/score yet in this list, there is a high chance you made it at least to the top 5!
    Stay tuned for more info on the stream and your rewards!
  7. Hrdina_Imperia liked a post in a topic by WindHunter in Official PvE Event #13: A Town in Need is a Town Indeed - UNTIL 14.05. 23:59 CEST   
    For everyone excited about this map, the same map designer who created "A Town in Need" is one of the people working on our new official campaign maps. So you will see more from him very soon. 
  8. Hrdina_Imperia liked a post in a topic by Venomlord in Different Icons for ranged Cards based on what they can attack   
    As you know ranged Units or Buildings can attack different things. With that i mean they can either attack: Only Ground Units, Only Flying Units or Both. The difference to melee it that melee units have a rule you can understand easily. Every melee unit cannot attack flying units, unless the melee unit has the sice of XL, which makes sence. Its tall enough to attack flying things. Spells are very different anyway you need to read the description carefully to understand how the spell even works.
    Now to the proposal: If you give the ranged unit or building an different icon based on what it can attack, i think it would make deck-buildung much more pleasant and reduce the mistakes you could make. (For Example: Taking Skyelf Templar with you because you thougth she can attack everything, because you didnt read the description carefully).
    Here i include an visual (not professional) depiction of how it could look like.

    (Church has normal icon because it can attack both air and ground, all other have changed icon based on what they can attack)
  9. Hrdina_Imperia liked a post in a topic by Metagross31 in Official PvE Event #13: A Town in Need is a Town Indeed - UNTIL 14.05. 23:59 CEST   
    Would have to check on my PC, but over 20 for sure.
    I also always love hosting those! The Community maps in BF are really underrated imo. The rework of the UI in the community map section was one of the best changes in the past few years imo 🙂
  10. Metagross31 liked a post in a topic by Hrdina_Imperia in Amii Card Combos   
    I used Transcendence on my armies of Void Maws and/or Necrofuries. It works well there. 
    Tranq, yeah, for PvE it is not that greatly useful, specifically for that lack of power units. 
  11. Hrdina_Imperia liked a post in a topic by Majora in Community Update - May 2024   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    • Patch Release

    Our latest patch is out! People are now able to collect a new Stonekin Ultra-rare card: Bedrock! 
    To help players get their hands on the new cards created by the Skylords Reborn team, we have also introduced the Rebirth booster. This special booster contains 3 cards, all from the Rebirth edition, with a substantially increased chance of producing an Ultra-rare card.
    Players can earn Rebirth boosters by playing our new Map-of-the-Day. Each day, a different map is highlighted on the world map. Completing this map awards players with additional rewards, like increased gold, upgrades and/or bfp. For every 10 days you complete the Map of the Day, players are rewarded with a Rebirth booster. These boosters will also be available through certain events, so keep your eyes out for that!
    We have also added some balance changes to underperforming Twilight cards, as well as a bugfix to a longstanding bug with heal stacking. To round out the patch, we added a batch of quality of life changes requested by the community. 
     

    Click here to read the full patch notes. 
     
    • Where is Gate of Akylos

    Returning readers of the Community Update might wonder whatever happened to Gate of Akylos. In our last Community Update we mentioned the recent patch would contain both Bedrock and Gate of Akylos as two new Ultra-rare cards, but only the Turtle made it to the live server.
    Sadly, Gate of Akylos (GoA) could not make the deadline. GoA is a very labor-intensive card. While the effect might read easy on paper, the only way to make this effect work is making adjustments to all Lost Souls units. We underestimated the amount of work and time this would take, and with us all being volunteers, we had to make the call to delay the card or the whole patch. We opted for the later, and will continue working on getting GoA released in the future. We apologize for the premature announcement, we always strive to find a good balance between announcing upcoming content and making sure they get in your hands in a timely matter. We hope for your patience as we continue working on new content.  

     
    • Feedback Survey - Community Updates

    For the past 3 years we have been providing you with a recurring Community Update, sharing upcoming features and behind the scenes information about the project. We are now at Community Update #47, and we are really curious about your opinion on them. What sections do you like? What would you like to see more off? Do you like to see things that we are currently working on, or prefer for us to only share information when a release date is near? 
    We have decided not to put a booster behind the survey this time (though be sure to check the scratch code at the bottom of this Community Update for a special treat!) but we hope you will take a few minutes to answer these questions regardless. 

    • New Card Reveal - Icespike

    We are taking a break from our new Amii card reveals (check out Skydancer and Amii Sentinel in case you missed them) to talk about an upcoming new Frost card. Scheduled for a release later this year, say hello to Icespike! 
    Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release. 


    Icespike will be a new tier 3 Frost unit, and will be an uncommon. It will release in a future patch. Let's break down the card.
     
    Brrrrr!
    Enemy units attacked by Icespike are frozen for 15 seconds. After freeze wears off, targets are immune against Freeze for 10 seconds.
     
    Frozen Blanket - Cost: 50p
    Activate to bestow up to 5 friendly units in a 20m radius with an Ice Shield. Each Ice Shield absorbs up to 800 damage for 30 seconds and can be strengthened to absorb up to 2000 damage. Reusable every 30 / 20 / 20 / 20 seconds.
     
    Design notes: When we first started working on Frost way back in March 2021, we identified the lack of ways to create Ice Shields as one of the faction's biggest problems. At the time, the only ways to create more than one Ice Shield at once were Winter Witch and Area Ice Shield. Since then, we have added Coat of Protection to T4 and Soulstone to T1. Tier 3 Frost is still lacking a way to create Ice Shields, which is an even bigger issue because Ice Age exists in T3. Enter Icespike. We originally wanted to give a multi-target Ice Shield spell to Avatar of Frost, but we ran into animation issues which caused the card to moonwalk after using the ability. Additionally, we feel that Avatar is in a good spot already and we wanted to add a card which could fit into multiple different Frost decks. 
    Icespike will apply a weak 800-strength Ice Shield to up to 5 allied units. This shield can be strengthened up to 2000 total strength by Ice Age. This will give Frost T3 a new sustain option in addition to Ward of the North. Icespike will also freeze any unit it attacks on contact. This kind of auto-attack CC is common among NPC enemies, but as of yet it is not a feature of any player card. We thought this was thematically fitting, turn enemies to ice while using ice to protect allies, and it makes the unit a bit more interesting than being just a walking Ice Shield generator. 
     
    • Art Spotlight - Icespike

    The artwork for Icespike is based on an unused* artwork from BattleForge called ''Winter Demon''. We are always on the lookout for ways to increase the flow of new content, and we thought the artwork was very promising, but not very Frost looking. Our artist Tweeto ended up tuning the artwork to fit in better with other Frost cards, making changes to both the background and the color on the entity itself. We hope you like it!
              
    *Technically the original artwork appears in the game once: on the map Ascension for Viridya's Aspects of Winter
    We have also adjusted the model, as originally it was completely transparent and therefore hard to see. You will be able to get your hands on Icespike as a player card later this year.
     
    • New Community Map & Event: Town in Need

    While you are waiting for the new campaign maps, why not explore a brand new community map created by the map maker R4bitF00t!
    In this map, you choose whether to defend the Town, or launch an attack against the Twilight. Here is a special trailer for the occasion: 
    The map is now available in the Community Map section. You can also win some prizes by competing in the event currently running. Click here for more information.  
     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
    • NEW - Official Event #13 - A Town in Need is a Town Indeed - until 14.05.2024
    Play a newly released community map, where you have the choice of defending the town or overwhelming the Twilight attackers. Whichever way you choose you get a chance for amazing prices, including the newly released Bedrock card. More information.
     
    • NEW - Battle of Tactics #7: This isn't even my final form - on 11.05.2024
    Ultralord is back with a new PvP Tome Tournament! As is common for the Battle of Tactics, there is a small twist to it. The tournament has a very large prize pool, so be sure to sign-up! More information.
     
     • SECOND PHASE STARTED - PvP AI programming contest
    We are gathering players for a new type of event. Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
     
    • Map Testers needed

    With the latest patch behind us, our focus is now on the next patch, which includes highly anticipated new campaign maps. Progress is steady, but to ensure high-quality content, we're in urgent need of additional map testers.
    As a map tester, you'll gain exclusive early access to maps in various stages of development. Your tasks may vary from simply playing the map on specified difficulties and sharing feedback, to executing particular strategies or focusing on specific areas of the map. Since the majority of the content currently in the works requires at least 2 players, we're seeking players who can reliably commit their time to the testing process.
    For more information and to apply, please click here. 

    Unexpected Visitors will be one of the new campaign maps coming in 2024. 
     
    • Team changes

    Speaking of map testers, Volin has concluded his role of Map Tester Coordinator. We want to thank him for his contributions. 
    If anyone is interested to take on the mantle, please consider to...
     
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!

    We are especially looking for some more proofreaders (English), to read over stuff like the Community Update and Event posts before they go live. We are also looking for translators (French, Russian) to help with our new campaign maps and more. 
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    Just this month, the code will reward you with one of the new Rebirth booster: JUST-AONE-TIME-GIFT
    The code is valid until June 1st, when we will bring you another Community Update. 
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
    You can also sign-up to our e-mail newsletter here.

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update April 2024
  12. Hrdina_Imperia liked a post in a topic by KserSke in Stonekin Cards PvE Tierlist!   
    Hi all!
    I have created a tier list of all Stonekin cards below! (For PvE/RPvE)
    https://tiermaker.com/create/skylords-reborn-stonekin-tier-list-15125367
     
    I have been loving the new cards Tectonic shift and bedrock, which prompted a good opportunity to create a new tierlist. For reference, the video below shows how I rank the stonekin cards! Cards are ranked based on general uses synergising mostly around stonekin, nature and frost cards!
     
    Last but not least, I would like to express my gratitude to the Skylords Reborn team for always looking into card balancing and creating new content for us be it new cards, maps or events.
     
     
  13. Hrdina_Imperia liked a post in a topic by Majora in Community Update - May 2024   
    Thanks for the kind words!
    Its tied to an returning achievement, where you can see your progress; every 10th map you get the rebirth booster. We are currently working on showing your map of the day progress in other places for a bit more clarity too.
  14. Metagross31 liked a post in a topic by Hrdina_Imperia in Community Update - May 2024   
    Always love new cards :^)
  15. Metagross31 liked a post in a topic by Hrdina_Imperia in Official PvE Event #13: A Town in Need is a Town Indeed - UNTIL 14.05. 23:59 CEST   
    Looking forward to actually trying out the attack path
  16. Majora liked a post in a topic by Hrdina_Imperia in Community Update - May 2024   
    Always love new cards :^)
  17. Hrdina_Imperia liked a post in a topic by Metagross31 in Official PvE Event #13: A Town in Need is a Town Indeed - UNTIL 14.05. 23:59 CEST   
    Hello Skyladies and Skylords,
    Welcome to another Official PvE Event!

    Quick Overview:
    Map                           1-player community map Town in Need Difficulty                    Advanced Goal                           Destroy the Twilight caves as quickly as possible or score as many point as possible while defending Date                           01.05.2024 until 14.05.2024 23:59 CEST Prizes                         Boosters and cards  
    Rules and Goals:
    In this event, the user @R4bitF00t will reveal his new community map Town in Need.
    On this map, you have to save a small town from an imminent attack by the Twilight. You can do this in one of two ways:
    Build a strong enough army to overrun the Twilight's camps before they can launch their attack on the town. Defend the town with the aid of the Kobold Engineers provided by the map. Depending on which way you beat the map, you will enter a separate ranking.
     
    How the ranking works:
    All entries, which choose the attacking way of beating the map will be ranked by speed. The lower your final time on the map is, the higher you will be ranked.
    All entries, which choose the defensive way of beating the map will be ranked by score. The higher your score at the end of the game, the higher you will be ranked. In order receive points for your score, you have to use the Kobold Engineers provided by the map to reconstruct the defensive buildings in the town and to collect the power crystals on the southwestern part of the map. Doing these things will grant you the following amount of points:
    Fully reconstruct the Tavern:                         10 points Fully reconstruct the Monument:                  20 points Fully reconstruct the Palace:                         30 points Fully reconstruct the Stronghold:                 40 points Fully reconstruct the Worldbreaker Gun:    100 points Fully reconstruct the Juice Tank:                    0 points, but enables collecting power crystals Collect Power Crystals:                                    8 points per crystal Note, that scoring ends as soon as the timer for the final attack runs out!
    For a more detailed explanations on how the map works, see below.
     
    Prize Pool
    There are different prize pools for attacking and defending entries. You may submit multiple replays, but you will only be rewarded once for your highest ranking. The prize pool for both rankings consists of:
    1st Place:                4 General Boosters + 3 Rebirth Edition Boosters + Bedrock 2nd Place:               3 General Boosters + 2 Rebirth Edition Boosters + Bedrock 3rd Place:                2 General Boosters + 1 Rebirth Edition Boosters + Bedrock 4th-5th Place:         2 General Boosters 6th-50%th Place:    1 General Booster Additionally, there will be a random draw of 5 Rebirth Edition Boosters as well as 5 Bedrock cards.

     
    How to participate?

    Everyone with an in-game account can participate in the event, there is no need to sign up separately.

    To enter, you just have to send in your best replay, including the player name and whether you played the offensive or defensive way as well as you final score or time, to Metagross31 on Discord (metagross31) or the forum (@Metagross31)
    BattleForge automatically saves a replay of your last game. You can find your replays here: Documents=>BattleForge=>replays
    To save me some time, please rename the replay according to the following name format:  <offensive/defensive>_<score/time>_<your_name>.pmv (e.g. "defensive_120_Majora.pmv" or "offensive_20:35.6_Dutchy.pmv").

    You can send in your replays until 14.05.2024 23:59 CEST.
     
    How to play community maps:
    What is the map about?
    Here is a quick rundown of the map's mechanics:
    Our Video Editor @Ultralord also created a cool trailer for the map, check it out on YouTube!
    How will the winners be revealed?
    Once the event is over, I will analyze the replays as soon as possible. @Ultralord has offered to host a stream in which he will show of some of the winning replays. The stream will happen on Mondat, 27th May 2024 at 19:00 CEST on Ultralord's Twitch channel (https://www.twitch.tv/Ultralord_T1421).
    Afterwards, I will share the rankings in this forum thread and send out the rewards via in-game mail.
    Future events
    If you are interested in helping with these kinds of events for the community, or want to host one yourself, don't be afraid and simply reach out!
    Send @Metagross31 a PM on the forum, or direct message via Discord (metagross31).
    We are happy to assist you with upcoming events and with sponsoring towards your prize pool!
     
    We hope you have a lot of fun with this event and are looking forward to seeing all your replays!
    If you have any questions, please do not hesitate to ask.
  18. Hrdina_Imperia liked a post in a topic by R4bitF00t in Map Editor Tutorial - Using Ifs and Loops   
    Hello once again!
    We are near the end of advanced scripting principles.
    Ifs and for loops are the last step between you and an official Skylords Reborn Advanced Scripting Degree! (jk)
    Let's look at them now, shall we?
    I will create two script files for this chapter, you can download them here.
    Don't forget to define the example.lua script in _scriptlist.lua!
     
    _globalvars.luaexample.lua
     
    If you encounter any issues, don't hesitate to ask in Skylords Reborn Map Making Discord.
     
    • Content

    If, Elseif, Else For Loops Using Ifs in BF Scripts Using Loops in BF Scripts Next Chapter  
    • If, Elseif, Else

    First, I will use if, elseif and else conditions in a _globalvars.lua script.
    There, we can most easily see how to work with these conditions.

    In Lua, using the if condition is very simple.
    There are three basic keywords you need to know:
    if - starts the if condition block, is followed by the actual condition then - defines the actions that should happen if the condition is true end  - closes the if condition block Let's look at the _globalvars.lua example above.
    I've declared a difficulty variable and used the GetDifficulty() function to get the difficulty we are playing the map on.
    The GetDifficulty() function returns the numbers 1, 2 or 3 based on the difficulty.
    1 - standard difficulty 2 - advanced difficulty 3 - expert difficulty
       
    Then I use the if condition to check if the difficulty is equal to one of these numbers.
    To compare values, we use the following characters.
    == - checks if the value on the left is equal to the value on the right, be sure to use double = > - checks if the value on the left is bigger than the value on the right < - checks if the value on the left is smaller than the value on the right >= - checks if the value on the left is larger or equal to the value on the right <= - checks if the value on the left is smaller or equal to the value on the right As you can see, I've used the else keywords in the code.
    If you want to check another condition for the same if condition, use the following keywords.
    elseif - starts another if condition block, if the previous if conditions return false, is followed by the new condition to check
    needs the then keyword after the condition else - defines the actions that will happen if ALL the above ifs and elseifs return false, does not need then keyword In my example - if the difficulty is not standard, I use the ELSEIF condition to check if the difficulty is advanced.
    If the difficulty is not standard or advanced, then it must be expert, so I use the ELSE keyword - no further condition needed, as the ELSE actions get executed if all the other conditions fail.
    If you don't want to deal with the ELSE and ELSEIF keywords, you can separate the check into three separate IF conditions.
    Keep in mind that you then need to end every if condition with the end keyword.

     
    • For Loops

    I am going to show you how to declare for loops outside of BF scripts at first. 
    For loops are used to execute code multiple times, until you reach the loop count you specify.
    If you were to use for loops in general Lua scripts, you would go about it like this.

    So these are the keywords you need to remember.
    for - declares the for loop, is followed by definition how many times the loop should run do - defines the actions that should happen for every run of the loop end - ends the for loop After the for, we need to declare a variable for that loop, that we will increase by one every time the loop finishes, and the range the variable should start and end at. Like this.
    i = 1,2
    This tells the loop to define the i variable that starts at the value of 1, and the loop will stop once the i reaches a value of 2.
    So the loop will run two times.
    first time when the loop starts at i = 1 second time when i = 2 the loop will not start a third time, as the i has reached the specified value of 2 This for loop would do absolutely nothing, but if we were to add an equation into the for loop...

    With this loop, it would increase our difficulty variable by 1 every time the loop runs. So in the end, if we started the map on standard difficulty, the difficulty variable would return 3 - as if we were playing expert, and it would return 5 if we were actually playing on expert.
    (GetDifficulty() returns 1 on standard difficulty and 3 on expert difficulty, then we add 1 for every loop -> 1+1+1 = 3 or 3+1+1 = 5 )
    For now, let's just declare a variable number_of_spawners in _globalvars.lua.

     
     
    • Using Ifs in BF Scripts

    To show you how to use ifs and loops in BF scripts, I am going to create an example.lua script.
    I want the game to give me an outcry that the script was successfully loaded, so I add a state (remember, every script needs at least one state) with a OnOneTimeEvent that sends out an outcry.

    Now if we define the example.lua into _scriptlist.lua, upon map start, we should get the outcry "EXAMPLE LOADED".
     
    To actually use the ifs and for loops in the script, we will need to define them OUTSIDE OF ANY STATE.
    The events we declare in ifs and for loops will be added to the next state after them.
    I've added an if difficulty == 3 condition above my INIT state.

    This condition will use the difficulty variable I've declared in _globalvars.lua and check if we are playing on expert difficulty.
    If the condition is true, it will add the declared OnOneTimeEvent to the INIT state below the if condition.
    You probably didn't notice this, but I've added something special to the MissionOutcry. A "..difficulty" after the outcry text.

    Believe it or not, but we can actually use the variables in BF actions and conditions. The double dot (..) tells the script to add whatever comes after the double dot to the text before it.
    In our case, it will add the difficulty variable to the outcry text, like this.

    Awesome!
    Also notice that the event will switch the script to the EXPERT state via the GotoState. Note that, it is important in the following topic.
     
     
    • Using Loops in BF Scripts

    I've prepared a little scenario to showcase the usage of for loops.
    I have two fire spawners, one tagged spawn_point1 and the other spawn_point2.

    I want to spawn a squad next to each of them on expert difficulty.
    To do that, I will add the EXPERT state, to which the if condition from before switches to.
    And above the EXPERT state, I will define my for loop.

    I have two spawners, and I want to spawn one squad next to each of them. So I will declare the i = 1,2.
    I use the SquadSpawn action to spawn the squad and in the TargetTag, I use the good old double dot (..) to spawn the squad next to each spawner.

    The SquadSpawn action takes the "spawn_point" tag we specified and the for loop adds the number of the i after it.
     
    So what this for loop does is, it adds two OnOneTimeEvents with the SquadSpawn action to the EXPERT state. And the TargetTag for the first event is spawn_point1 and for the second event it is spawn_point2.
     
    Now, the number of spawners I have on the map can change as I work further on the map, for easy access to the number of spawners, I have declared the number_of_spawners variable in _globalvars.lua.
    We can use that variable in our for loop, now we won't need to sift through all the scripts to adjust the number of spawners we have, we can only change the variable in _globalvars.lua.

     
    Let's check our script in game.
    When we start the map on standard or advanced difficulty, the squads will not spawn.

    The EXAMPLE LOADED outcry tells us that the script works as it should, we just didn't select the expert difficulty.

    But when we start the map on expert (remember - we switch to the EXPERT state in our event in the first if condition), we will get a squad of Sunstriders next to each spawner, alongside the DIFFICULTY 3 outcry.

    YAY!
    Before we leave thic topic behind us, I just want to reiterate that the contents of the ifs and for loops get added to the next state that comes after them.

     
    • Next Chapter

    I know this chapter was a bit... ify.
    But you successfully got through the advanced scripting principles. Don't worry, a bit of practice and some help from your fellow map making skylords will carry you a long way.
    In the next chapter, we will look at the very complex topic of Warfare Patterns. Using them can be really great and easy if you know what you're doing, but they include some weird behaviours that might confuse you.
    Don't dread, I will be there to guide you on your Warfare Pattern jouney to victory.
     
    • Warfare Patterns • (Coming Soon)
     

     
  19. Hrdina_Imperia liked a post in a topic by UltDragon in Patch #400046 - 27 April 2024   
    Hotfixes
    29 April 2024

    Fix postgame window sometimes showing as loss even when winning. Fix postgame window sometimes missing rewards. Fix postgame gold tab error. Fix players being stuck not being able to join lobbies. Fix crash upon opening 12 player rankings tab. Fix wrong date on rankings. Fix some replays crashing the game. Fix free PvP deck clone error when pressing enter. Fix empty 2 player rankings. Add new filter "Cards" to replay UI, to search played cards.  
    02 May 2024

    Fix occasional crash on match end for 4 players map. Fix error message when disenchanting rewards too quickly. Fix Burrow Ritual (G) crashing the game. Fix Phalanx mode change crashing the game. Fix non-human players appearing on replays player list.  
    05 May 2024

    Fix achievement Outsourced Content not progressing.  
    09 May 2024

    Fix mails not being received after getting new mail notification.  
    11 May 2024

    Fix complete all campaign maps achievement not properly completing. Progress will be corrected on next map completion. Fix some replays causing UI errors. Improve replay sort and filter performance. Add ability to navigate replay list by pressing or holding the up and down arrows. Add Rebirth and Mini boosters information on Marketplace.  
    23 May 2024

    Disabled the "/exportcollection" command and the replay open explorer features while some issues are investigated.
     
    30 May 2024

    Enabled back the "/exportcollection" command and the replay open explorer features. Fix offline replay crash.  
    05 June 2024

    Disabled again the "/exportcollection" command and the replay open explorer features while some issues are investigated.
  20. Hrdina_Imperia liked a post in a topic by WindHunter in Patch #400046 - 27 April 2024   
    Patch #400046 - Stone Turtle
    Welcome to our newest patch. This update contains our twelfth balance patch for the game, a brand-new card, a new booster type, and our new map of the day feature!

    Patch Preview
    One new card is now available! Jump in-game to collect Bedrock. Added Map of the Day! A multiplayer map will be chosen at random each day and highlighted on the map. Play it to receive extra rewards. The new Rebirth Booster is now available. Earn it by completing the Map of the Day and through events.  A few balance changes to underperforming Twilight cards as well as a bugfix to a longstanding bug with heal stacking. A batch of quality of life changes requested by the community.
    General Changes
    Added an indicator for if a random PvE lobby is for the Map of the Month. The Marketplace no longer resets the page on purchase. This should allow players to purchase multiple cards without having to repeatedly scroll back to the same page.  Boosters now stack in the booster inventory screen. Replays are now searchable and sortable. Players can also now see the played cards of all players in a replay. Outdated replays now show the required and current game version on hover over the gear icon. Replays of the tutorial map "Introduction" no longer show the gear icon regardless of game version. Dates & Times now are displayed in the player time zone using their operating system format. Deck name length increased from 16 to 30. This will allow players to better label their decks. The actual visible deck name is dependent on what resolution a person uses when playing the game. Free PvP deck cloning has been massively improved. If a player has a fully upgraded and charged copy of the card in their collection from the Free PvP deck, that card will now replace the free version of the card in the deck whenever the player clones a Free PvP deck.  Players can now export their in-game collection to the Skylords Marketplace Journal (SMJ) by using the chat command /exportcollection in-game. Once exported to SMJ, players can see their progress in terms of their total collection and check which of their cards are the most valuable to sell and which are cheap to buy in order to complete their collection. Removed generated maps from PvP daily quests. Additionally, the "win sparring match" on a specific PvP map quest has been changed from "win" to "play". This will allow players to finish the quest even if on a losing streak.  Units will ignore attack-move commands (Q shortcut) while in combat or using abilities. General Fixes
    Implemented a fix for when sometimes swapping the player portrait with a card results in an error. Daily quests are now properly ordered with the most recently received quest at the top. Improved the descriptive text for the import deck tutorial mission. Added dates to PvE leaderboard entries. The text wrapping when displaying a lobby's rPvE difficulty has been fixed.   Fixed spectators counting for achievements, specifically PvP achievements. Fixed match statistics having an incorrect count for maps with spectators. A script will be run to correct the information in player profiles. Attack-move commands (Q shortcut) won't target corpses anymore.
    New Cards
    Bedrock - 280p T4 Stonekin Unit 
    You will find the upgrades for this card on the map "King of the Giants".
    When thinking about Stonekin's design, we determined that more buildings interactions fit well with the faction. More specifically, we thought that a building-based archetype was the natural expansion for a faction of living stones. Last patch, we released Tectonic Shift, and this patch we are adding Bedrock. Bedrock is a T4 ranged unit capable of spawning a Stone Launcher and casting an AoE shield that protects buildings in range. For more information, check out Community Update - October 2023.
     

    Map of the Day
    In our last major patch, we reworked campaign map rewards. A major driving force behind this change, beyond equalizing rewards between the random and campaign PvE modes, was to allow for more flexibility in the reward structure. This flexibility will allow us to create new systems which interact with campaign maps going forward. The first of these new systems is the Map of the Day (MotD) feature. The details for the MotD can be found below. We hope that by introducing this feature, and for rewarding players for regularly interacting with it, it will become as easy for players to find lobbies for campaign maps as it is for random PvE matches. We want players to be able to play the game mode they want, and to not be forced into a mode because of an imbalance in rewards or available lobbies.
    [ Map of the Day Features ]
    Each day, a new multiplayer map is chosen and highlighted on the world map via a flame identical to the flame used for PvP Happy Hours. Players who win the Map of the Day, on any difficulty, receive an additional choice of upgrade on the post-game reward screen. If the MotD is a 12p map, players will instead receive an additional 1200 gold for completing the map on advanced, and an additional 2400 gold for completing it on expert difficulty. A new achievement "Feel the Burn" has been added. For each day that a player completes the Map of the Day, they will receive 50 bfp. On every 10th completion, they will additionally receive a Rebirth Booster. Rebirth Boosters contain 3 cards, all from the Rebirth Edition (cards released by the Skylords Reborn team), with a substantially increased chance of producing an Ultra-rare card.
    Achievements
    [ Random PvE Achievement Changes ]
    We have made a few changes to the names and structure of the main random PvE achievements. The new structure of the achievements and their rewards are listed below. Note that people who previously completed the random PvE 10 achievement (now expert+) will already receive credit for having completed "Out of the Frying Pan into the Fire." We have made this change to encourage people to play the new expert difficulty level, but without feeling forced to try and complete expert+ to get the booster reward.
    The Road Not Taken [3 general boosters]
    Win rPvE Advanced++ or higher [20 matches]
    Out of the Frying Pan into the Fire [6 boosters]
    Win rPvE Expert or higher [20 matches] - Locked until PvE rank 5 (Silver 1)
    Abandon all hope, ye who enter here [Avatar: Demon Skull & Avatar: Hell Fire; Title: Hell Diver] 
    Win rPvE Expert+ [10 matches & 20 matches] - Locked until PvE rank 10 (Gold 2)

    Card Balance Changes
    [ Global Balance Changes ]
    All healing and rejuvenation effects now stack: 
    Regardless of whether they are local, global, percentage, or flat, all healing effects now stack with each other. No longer will Fountain of Rebirth overwrite Wheel of Gift's healing effect. [ Twilight Changes ]
     Twilight Brute:
    1. Gifted Burstout (g):
       A. Max Targets: 4 ➜ 7
       B. Damage application: Damages hostile or friendly units ➜ hostile units
       C. Ability cast range: 15m ➜ 25m
    2. Infused Burstout (r):
       A. Damage: 400, up to 1600 ➜ 400, up to 2800
       B. Increase damage to buildings: 400 per target ➜ 600 per target
       C. Damage application: Damages hostile or friendly entities ➜ hostile entities
       D. Ability cast range: 15m ➜ 25m
    Twilight Brute has an interesting ability that seems tailored fit for giving Twilight a new strategy in T2 PvE. While the ability itself is well-designed, its current strength holds it back. We are increasing the ability cast range to allow it to be used deeper into enemy encampments, increasing the total targets from 4 to 7, and removing the ally damage. We hope with these changes we help to create a new strategy where the player can run some Brutes into a camp and, along with Fire's damage spells, create a cascading explosion effect similar to how Evil Eye plays in T4.  
     Twilight Creeper:
    1. Life points: 1700 ➜ 1880
    2. Infused Spit debuff strength: 40% ➜ 50%
    3. Tainted Spit debuff strength: 30% ➜ 40%
    Twilight Creeper is well designed but it currently has low stat efficiency for a T3 L-sized melee unit. We are giving it some more life points and boosting its primary strength through the spit effect.
     Twilight Hag:
    1. Damage: 75 damage, up to 153 in total ➜ 124, up to 186 in total (1030 dp20)
    2. Life Points: 850 ➜ 1030 life points
    3. Damage Counter: L-counter ➜ M-counter
    4. Ability name change: Femme Fatale ➜ Enrapture
       A. Cooldown: 60 seconds ➜ 40 seconds
       B. No longer affects Male/Female. Negative effect now affects all enemies and positive effect all allies.
    Twilight Hag is one of those cards which is fearsome to face in the lower tiers in PvE, but which as a player card is a wet noodle. We have sent her to the gym, and she has come back with an over 20% increase in both her damage and health stats. Alongside the stat increase, which is more than it might first appear because she had an unusually low single-target damage value previously, we are shifting her damage counter to M. The new M-counter plus her pre-existing small and medium knockback should make her feel powerful against smaller unit sizes. Besides low stats, Hag also suffers from a highly niche ability. The player cannot control the gender of their enemies, and it is not clear what units have what genders anyway (did you know Necrofury is a woman?). In general, we think these male/female mechanics just do not fit in Skylords Reborn, and in this particular case, they are holding back Twilight Hag from potentially becoming a potent crowd control unit similar to Timeless One. Therefore, we are removing the male/female interaction while also shaving 20 seconds off the ability cooldown. 
    [ Minor Card Changes ]
     Wheel of Gifts:
    1. The same gifts can no longer be activated while another instance of that gift is already starting up.
    [ NPC Changes ]
    Added several new NPC units: Bandit Bloodhorn, Bandit Wasteland Terror, Snapjaws, Overlord, and Lost Grigori. These units are now available for use by community and official mapmakers.   Lost Spirit Ship (NPC):
    1. Removed the suicide ability.
    2. Now spawns a Crystal similar to the player version on reaching the previous corpse threshold for suiciding.
       A. Crystal damages enemy units for 300 damage every second, up to 900 in total in a 30m radius.
       B. Cooldown: 30 seconds
       C. Duration: 10 seconds
    The existing implementation of Lost Spirit Ship in PvE, while conceptually interesting and a good template for future suicidal units, simply does not work with a T4 XL-sized ranged unit. By changing NPC LSS to spawn a crystal instead, we give it a general usefulness that will open up the possibility of adding the unit to future maps and as a regular part of Lost Souls' rPvE repertoire. 
     Lost Converter (NPC):
    1. Spell debuff: 20% less damage ➜ 30% less damage
    2. Corpse collection radius: 25m ➜ 40m
    3. Poison application radius: 25m ➜ 30m
    3. Poison damage per tick: 25 (same as before)
    4. Poison damage tick speed: 2s ➜ 1s
    5. Corpse cost on enemy entry: 300 ➜ 50
    6. Corpse cost per damage tick: 0 ➜ 25
    In simpler terms: Lost Converter's poison effect now has normal ranged range (30m), deals double the damage it currently does, and has an increased debuff strength. The corpse collection range has also been increased to 40m, meaning that the building should begin poisoning the player sooner. This will slightly increase the strength of camps with a Lost Converter as the building should now do something.
  21. Hrdina_Imperia liked a post in a topic by Ultralord in Battle of Tactics #7: This isn't even my final form - PvP Tome Tournament on: 11.05.2024   
    BIG THX to @SunWu who donated 25.000 BFP!!!  to the price pool ❤️
  22. Hrdina_Imperia liked a post in a topic by Cocofang in An Achievement Should be Made that requires only female cards and/or spells that invlove female cards   
    The male/female tags are being removed.
    Reason being that on many cards it is unclear what the unit even is and there is no pretty way to communicate it. Also, the concept was never really fleshed out, it only had two cards that interacted with it. Twilight Hag already got reworked and Girl Power is next. So it hardly ever really amounted to an actual playstyle.
  23. Hrdina_Imperia liked a post in a topic by WindHunter in Banditos Have No Role in T2   
    Making both affinities of a card equally viable is a difficult task. It is something we have achieved on probably less than 20% of all cards with affinities. It is also why we do not add affinities to a lot of the new cards we introduce into the game, because we do not want to contribute to an already substantial problem.
    In terms of Banditos, I think it is fine if the green affinity's primary use is in combination with Corsair. But even then, I think you underestimate how important damage scaling is on S-units. While Bandits might lose to Thugs in an army vs. army match-up, this is hardly representative of scenarios players will encounter in PvE. The new Girl Power (Fire Force) will provide damage reduction scaling, giving Banditos more survivability, while the natural limitations of melee S-units means more damage per squad member is one of the highest prized stats. Melee units have an attack limit against enemies and S-units are the ones most affected by this. There reaches a point where more squad members simply cannot attack the enemy. The damage scaling of Banditos is a creative way around this limitation. 
    Will this be enough? Honestly I am not sure. Melee S-units will likely never be top tier strategies, there are simply too many structural issues at play for them to thrive. But we are hoping they become viable, which is a different standard entirely. 
  24. Hrdina_Imperia liked a post in a topic by WindHunter in Community Update - April 2024   
    It is the same dancing flame, yes. And glad to hear you are enjoying the game, that is really why all of us continue to do this. 
  25. Hrdina_Imperia liked a post in a topic by Majora in Community Update - April 2024   
    Greetings Skylords!
    A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!

    Click below to view our April Fools joke for 2024. 
        • Upcoming Patch - April

    While we continue working on our significant Summer patch (which will include our new campaign missions), we are nearly ready to release another patch to bridge the gap until you can get your hands on the Echoes of the Amii patch. In this smaller patch, planned for release in April, we will introduce two new cards, Map-of-the-Day, our new Rebirth booster, as well as some minor balance changes. Stay tuned for the full patch notes later this month.
    The two new cards included in this patch will be the long-awaited Stonekin turtle, Bedrock, and a new build-around tool for Lost Souls players in Gate of Akylos.

    As you can see, these cards will mark the introduction of the first new Ultra Rare cards to the game. If you're curious about the basis for our rarities, please check out our rarity design philosophy.
    While maintaining a consistent logic for rarities is important to us, we also want to ensure that players can actually experience our newly created content. These new cards will be obtainable in their respective boosters as usual, but introducing an Ultra Rare without additional measures would likely make them unattainable for the majority of the player base.
    We have received feedback from the community regarding the availability of the new cards in the Rebirth Edition in general, and set out to find a solution. Introducing: the Rebirth booster.

    This booster will differ from the other boosters currently in the game. It will not be available in the store and can only be obtained through special events and a new reoccurring achievement. This new achievement rewards you for interacting with our new Map-of-the-Day feature. Every day, a random multiplayer Campaign Map will be selected for the Map-of-the-Day. They will be easy to spot, with an effect around their icon on the world map similar to the PvP-happy hour. For every completed Map-of-the-Day on a different day, players will receive 50 BFP. Additionally, for every 10th map, they will receive a Rebirth booster.
    Each Rebirth booster contains 3 cards, all from the Rebirth Edition. Additionally, there will be an increased chance for cards of a higher rarity to drop.
    We hope that Map-of-the-Day will encourage players to play both fan-favorite and lesser-played campaign maps. This should also help in assisting new players who are seeking to complete the full campaign. We will be monitoring the prices of our new cards and the impact the Rebirth booster is having on the economy, and might adjust accordingly in the future. We are also planning to distribute some Rebirth boosters through various events.
     
    While we are unable to announce a specific release date yet, we feel quite comfortable announcing that this patch will go live in April. We hope you look forward to it!
     
    • New Card Reveal - Skydancer

    During our Anniversary Stream we announced there would be three new Amii units coming to Skylords Reborn in 2024. We will be revealing those cards in the upcoming Community Updates. Last month we revealed Amii Sentinel. Today we are ready to reveal Skydancer!
    Please note: We are still testing the card. While we are generally happy with it, numbers and effects might still change before release. 


     
    Spirit Blade
    Every 1.6 seconds, unit casts a lance of elemental power that deals 222 damage to enemies in a 5m radius around its target, up to 333 in total.

     
    Spirit of Anguish - Mode Change, Cost: 50p
    Activate to call forth an ancient Shadow spirit draining the enemy’s will to fight. While an enemy unit is within 40m of Sky Dancer, it deals 20% less damage. After being affected for 10 seconds, the debuff increases, causing enemies to deal 50% less damage. Effect lasts for 10 seconds after an enemy leaves range. Lasts until deactivated. Reusable every 30 seconds.
     
    Spirit of Hope - Mode Change, Cost: 50p
    Activate to call forth an ancient Nature spirit that bolsters the life of allies. While an allied unit is within 30m of Sky Dancer, its maximum life points are increased by 20% and it regenerates 1% of its life points every second. Effect lasts for 10 seconds after units leave the area of effect. Lasts until deactivated. Reusable every 30 seconds.
     
    Elusive
    Units with Elusive have the duration of the immobilizing effects of Freeze and Paralyze reduced by 10%.
     
     
    Design notes: Last month, we revealed Amii Sentinel. The card itself was well received and its design led to a lively discussion in our card balancing discord about potential synergizes and the types of strategies people thought it would create. The design of Amii Sentinel, while interesting in itself, becomes more so when considered alongside its intended support unit, Skydancer. Skydancer is an L-sized flying unit with two powerful support abilities. The first is Spirit of Anguish, a kind of anti-rage effect which scales in strength as the enemy remains in range. The other is Spirit of Hope, which introduces a new mechanic allowing for players to increase the maximum life points of their own units. This second ability is the one intended to directly synergize with Amii Sentinel. Amii Sentinel can turn health into damage through its reflect mechanic, and by adding more total life points to its pool of health, the total damage available through reflection also increases. 
    Our goal for Skydancer goes beyond being a summon-once support for Amii Sentinel. In general, XL-sized melee units rule T4, particularly in random PvE, with there being a lot of structural reasons why this is true. While we love XL-units as much as everyone else, we as a team want to start diversifying the unit experience by bolstering other types of strategies. With a solid damage-to-power ratio, a large amount of survivability via both Spirit abilities, and a natural synergy with Transcendence, we hope to see flying armies of Skydancers become a viable strategy in T4, both with and without Amii Sentinel. 
    Skydancer is currently planned to release alongside our next major content patch in the summer, including brand-new campaign maps. We are not yet able to announce an exact release date. Please stay tuned for more information, and check in next month for another Amii card reveal!
     
    • Input requested: Elemental Mastery

    Skylords Reborn can be a daunting game, given the large variety of cards and mechanics. With so many options to explore, there is always more to learn. We want players to get a sense of which faction they play the most, what kind of interactions they have with the faction, and to complete tasks that give them a sense of having achieved mastery with said faction. To support both the learning and mastering process for each faction, we would like to introduce a new category of mini-achievements known as Elemental Masteries. These achievements will be tailored to each faction and divided into two categories:
    Individual - these will track specific card actions, such as the number of spawns erupted to death.
    General - these will will track player progress with the overall faction, such as how many maps a player has completed with Pure Fire.
    Each category will reward minor rewards along the way, mostly in the form of faction-specific cosmetics.
    The goal is for each faction to track 5 interactions per tier, as well as 5-10 general faction progress trackers. We are interested in the community's ideas for what types of card actions they would like to track, with focus on things which are commonly repeatable. Focus can be either PvP or PvE, though the final choices will be a mix of both.
     
    Examples of Trackable Actions
    Due to recent advancements in our understanding of the game, we can track most internal and external card interactions. Below are a list of some of these trackable events, all of which have been taken from Fire cards.  
    • Number of units charged by Enforcer
    • Enemy spawn buildings erupted to death
    • Buildings suppressed (Sunstriders + Suppression)
    • Enemies knocked back with Lava Field
    • Total time Batariel has spent in his stage 3 burning phase
    • Total damage dealt by Fire Dragons
    • Void returned with Shrine of War
     
    Join our brainstorm
    You can share your idea's in this thread on the Forum. Brainstorming is also taking place in our official discord dedicated to discussion of card balancing in Skylords Reborn. Please join us there if you would like to see more elemental mastery suggestions or if you would like to participate in discussions relating to proposed changes to the game before they happen.

     
    • Events

    In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
     
    • NEW - Returning Easter Event
    Complete any match during the Easter season to collect a free Promo Easter Egg. Additionally, you can collect a special Easter-themed border by completing the community map "The Easter Tree". 
     
     • SECOND PHASE STARTED - PvP AI programming contest
    We are gathering players for a new type of event. Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
     
    • Host your own tournament / event
    Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
     
    • Team changes

    We are happy to announce that both a new and a returning member have formally joined the Skylords Reborn team. ElementG is our new 3D artist, assisting the art team with model adjustments. His latest work, Skydancer, has turned out very nicely, so stay tuned for that. Additionally, Chibiterasu has re-joined the team as a Card Implementor. We are delighted to have him return, as his experience with the tools is a welcome addition to our work output.
    Minashigo Hiko has concluded his role as an Event Manager. We would like to thank him for his contributions over the years.
    As our team continues to grow, Dutchy has taken on the role of HR Coordinator alongside his Lead Moderator duties. Are you interested in helping out with the project but not sure how? Feel free to send him a message!
     
    • Contribute to Skylords Reborn

    Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!

    We are especially looking for some more proofreaders (English), to read over stuff like the Community Update and Event posts before they go live. We are also looking for translators (French, Russian) to help with our new campaign maps and more. 
    Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
     
    • In Conclusion

    That's all for this Community Update! We appreciate you taking the time to read through it.
    As is tradition, we're including a scratch code as a small token of our appreciation for your support.
    The code will reward you with a General booster: SKYL-ORDS-REBO-RNVR
    The code is valid until May 1st, when we will bring you another Community Update. 
    We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features. You can also sign up to our e-mail newsletter here. 

    Archive
    • Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)  
    • Overview Community Updates
    • Community Update March 2024
     
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