Jump to content

Maze

Web Developer
  • Posts

    162
  • Joined

  • Last visited

Reputation Activity

  1. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - updated random deck api to always include at least 1 T1 ground unit of the the T1 orb color, so the decks are actually playable
    - updated booster simulator card flip animation which also fixed the issue were the image didn't load fast enough resulting in the name being shown first
     
    Side note:
    I investigated the load times of the pages for the specific cards, and it seems to be an issue with the server taking forever to respond with data that should be pre built, so either something with the server or the static data distribution needs to be changed. I will continue to investigate it.
  2. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - updated Banzai Lord's Offense Type
    - updated color and booster name from "Bandit" to "Bandits"
    - added booster simulator which can be found on the /boosters page (at the moment there is still a small visual issue, due to the card images being loaded on flip which causes their rendering to be delayed and their names flashing before the image appears)
    - added apis for generating random decks and boosters, they can be on /api/random/deck and /api/random/booster respectively
     
    The random deck/booster apis have some optinal parameters to modify the results, with the returned data being in the same format as the respone of the /api/cards endpoint.
    Deck:
    orbs=[orbs] , which specifies the orb order of the deck, where [orbs] can be any 4 letter combination of:
    R: Fire, P: Shadow, G: Nature, B: Frost, A(or any other character that is not any of the other 4 case sensitive letters): any, with the default being equivalent to AAAA, if less than 4 letters are provided (e.g. GB) it is internally extended (e.g. GBAA) with the any orbs resulting in one being selected at random neutrals , which allows the deck to contain neutral cards, false by default. since neutral cards tend to appear too often in the randomly generated decks duplicates , which allows the deck to contain duplicate cards, false by default. other affinities and promo versions are considered duplicates more options are possible, but I felt they are not that important for this usecase, like the more detailed options on the /deck page Booster:
    type=[type] , which specifies the booster that you want to randomly generate. there are multiple inputs (case insensitive) allowed for the different boostes, with the default booster being the general/all one and if the input does not match any of the following, a general booster is randomly generated: Mini:                -2 / M / mini Fire:                  0 / R / FI / fire Shadow:           1 / P / SH / shadow Nature:             2 / G / NA / nature Frost:                3 / B / FR / frost Bandits:            4 / RP / PR / fireshadow / shadowfire / FISH / SHFI / BA / BD / bandits Stonekin:          5 / GB / BG / naturefrost / frostnature / NAFR / FRNA / ST / SK / stonekin Twilight:           6 / RG / GR / firenature / naturefire / FINA / NAFI / TW / TL / twilight Lost Souls:        7 / PB / BP / shadowfrost / frostshadow / SHFR / FRSH / LS / lostsouls Amii:                 8 / PG / GP / shadownature / natureshadow / SHNA / NASH / AM / amii Fire/Frost:         9 / RB / BR / firefrost / frostfire / FIFR / FRFI / FF Both endpoints also have the option to generate an image like the /api/images/deck/[code] endpoint. For that simply add the parameter image the the enpoints would be /api/random/deck?image and /api/random/booster?image respectively. With the image parameter being present the endpoints also accept the same optional parameters as the /api/images/deck/[code] endpoint.
    image , makes the enpoint return an image instead of cards data text , generates the basic cards with names (ignored if parameter full is also provided) full , generate full detailed cards instead of basic ones upgrade=[number] , define the upgrade level of the full cards (only relevant for decks, as boosters are automatically rendered with upgrade=0) charges=[number] , define the number of active charges of the full cards (only relevant for decks, as boosters are automatically rendered with charges=0)
  3. Maze liked a post in a topic by Kapo in Complete Pure Nature Guide   
    Hello Skylords,
    After starting the Masters of the Forge, I had the setup ready to record some videos - and since I was always drawn to Pure Nature, I thought it would be nice to have some chill sessions and record all necessary maps for the Mana Wing Promo.
    In the playlist linked below, you will find a complete collection of Pure Nature playthroughs - I might also add some bonus content, especially if there are some requests.
    CLICK HERE FOR THE PLAYLIST
    This content is in honour of BadKen, who did the same back in the days, and I remember very fondly that his content helped me a lot not only to understand how to play Nature, but also how the more tricky expert maps work.
    See you in the Forge, fellow Skylords!
  4. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - updated card redirect functionality from "smj.cards/card?code=[code]" to "smj.cards/card?id=[id]" where "[code]" used to be a deck code and "[id]" can be either a SMJ ID or an official Card ID
    - fixed an issue with the long term charts (but the delay when clicking on a card from the main page still occurs, sadly)
    - added functionality to set the quality of fullCard and full deck images rendered on the server
     
    Side note:
    I moved everything to a different hoster that provides 4x CPU Cores, 8x RAM, 12x Storage for the same price. This allows for more computation heavy functionalities, like rendering full deck images instead of basic ones as well as more frequent and automatic notables updates. 🙂
  5. Kapo liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - updated card redirect functionality from "smj.cards/card?code=[code]" to "smj.cards/card?id=[id]" where "[code]" used to be a deck code and "[id]" can be either a SMJ ID or an official Card ID
    - fixed an issue with the long term charts (but the delay when clicking on a card from the main page still occurs, sadly)
    - added functionality to set the quality of fullCard and full deck images rendered on the server
     
    Side note:
    I moved everything to a different hoster that provides 4x CPU Cores, 8x RAM, 12x Storage for the same price. This allows for more computation heavy functionalities, like rendering full deck images instead of basic ones as well as more frequent and automatic notables updates. 🙂
  6. Maze liked a post in a topic by Majora in Community Update - October 2023   
    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!

    • General Update

    It's been a while since our last content patch, and we'd like to provide a brief update on the project. Skylords Reborn relies entirely on the free time of our dedicated volunteers. While we strive to address sudden spikes in inactivity as effectively as possible, there are occasions when unexpected delays are inevitable. Our aim is to strike a balance between revealing upcoming new content and features and getting them into your hands. Currently, this balance is a bit off, resulting in the announcement of some upcoming features a while ago, while they have not yet been implemented. We hope for your understanding in these matters and that you still appreciate us showing what we are working on.
    We'd also like to inform you that progress on our upcoming campaign maps is proceeding smoothly. Although we haven't disclosed specific details yet, this decision was made deliberately. The process of map creation can be complex, and even in the late stages of development, maps can undergo significant changes. We want to ensure that our new maps earn their place alongside the existing campaign, so we've invested substantial time in establishing the foundational elements to build upon. Our dedicated testers are currently working to ensure these maps provide an enjoyable playing experience, and we're confident that the end result will be something you'll greatly appreciate. Please stay tuned for more updates!
     
    • New Card Reveal - Bedrock

    In June, we unveiled the artwork for our highly anticipated tier 4 Stonekin turtle. Since then, people have been curious about the card and its associated effects. Today we are excited to show you the design for the upcoming Stonekin unit: Bedrock.
    Please note: We are still testing the card. While we are generally happy with it, numbers, effects, and its rarity might still change before release. 
     

     
    Delving further into the building-focused Stonekin archetype, Bedrock offers Stonekin players an exciting and versatile tool for the endgame. If you want to learn more about this archetype, please check out the Stonekin Deep Dive!
    Bedrock stands as a formidable elemental destroyer, capable of both laying siege to enemy buildings and constructing new ones. Additionally, it possesses the ability to fortify friendly structures with an Ice Shield. This card has a ranged auto-attack, siege, two active abilities, and, naturally, the Stonekin passive ability.
    Bedrock will be available in two different affinities, each influencing its unique Sculptor ability. Once released, the card will drop from boosters and can be reforgable. 
    Bedrock will be the first Ultra Rare card from the Rebirth Edition. To make sure enough players will be able to enjoy the card, we are considering hosting an event around the release where you can earn the card. Stay tuned for more information.  
     
     
     
    Let's break down the card: 
     
     Rock Throw (auto attack)
    Range: 30m
    Every 3 seconds, unit fires a molten stone dealing 633 damage, up to 950 in total. Knocks back small and medium units.
     

    Blessed/Tainted Sculptor
    Range: 30m
    Place a Stone Launcher with an affinity towards Frost/Shadow that deconstructs after 30 seconds at a target location within a 30m radius. Only one tower may be placed at a time. Can be placed nearby enemy units and structures. Reusable every 30 seconds.
     
    Living Rampart
    Cost: 50p - Range: 30m
    All friendly buildings in a 30m radius will be fortified, gaining an Ice Shield that absorbs 1800 damage for 15 seconds. The Ice Shield renews itself once after 15 seconds to absorb an additional 1800 damage. Reusable every 30 seconds.
     
     Siege
    Deals 100% more damage against structures.
     Adamant Skin (Stonekin faction passive ability)
    The unit takes 15% less damage
     
    Bedrock has been in the making for quite some time now, and we still need a little more time to work on some technical implications. Alongside the new Tectonic Shift card and some upcoming balance changes, we hope to improve and explore the playstyles of the Stonekin faction. We are currently not able to communicate a release date yet.
     
    • Look reveal - Bedrock

    And finally, here's a sneak peek at how Bedrock will appear in the game!  We hope you are looking forward to our new favourite stone turtle!
       • Community Spotlight - Masters of the Forge

    Skylord of Honour and CCC-host Kapo started a new project this month: Masters of the Forge.
    In this podcast-like series, Kapo interviews various staff members to discuss the project and personal stories about their interaction with BattleForge and Skylords Reborn. In his own words:
    Masters of the Forge will shine a light on all those people working so tirelessly on Skylords Reborn - for the average Skylord, [Game Masters] are elite, mythical creatures too many know nothing about, and we will hopefully change that. So, in this dev-talk-like podcast series we will meet several Masters of the Forge in person, and hopefully I will be able to ask them questions that are interesting to you. And, you will also get the chance to ask them some questions! The series will be streamed on Twitch and afterwards uploaded on YouTube.
    Please note that while the content created is supported by the SR Team and will be all about Skylords Reborn, this is no official event or dev-talk. The focus will be around the guest, what their duties are, how they feel about the game and its development - we will not elaborate future changes in depth or announce anything fancy. But hopefully we will know more about the guest and how It's like to be part of the SR Team.

    There are currently 3 episodes to watch:
    • Episode 1: Dutchy, Lead Moderator
    In this episode, Kapo and Dutchy discuss various moderator-related topics. Find out about how our moderators keep Skylords Reborn a fair community. Watch now.

    • Episode 2: Majora, Project Coordinator
    In this episode, Kapo and yours truly talk about the Community Updates and Project Coordination. We also go over what goes into creating a new card for Skylords Reborn, and which departments are needed to make it happen. Watch now.

    • Episode 3: Volin, Testing Coordinator
    In this episode, Kapo and Volin dive into the topic of testing, a crucial part of the game. As a special treat, Volin showcases the new rPvE difficulty 9.5, as previously announced in our community update. Watch now.
    Episode 4 will be hosted live on the 7th of October and feature RadicalX, Game Designer and PvP expert. Tune in live on Twitch, or watch back on YouTube the day after.  
     
    • 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 - 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 other Event Organizers, @Metagross31or @Minashigo Hiko. 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.
     
    • Contribute - Spotlight

    If you are interested in helping out with our upcoming new campaign maps, Map Tester might be of interest to you!
     
    • Open Position - Map Tester
    As a map tester, you get early access to new maps and game modes and are responsible to playtest them and provide feedback to the other map developers about possible issues or improvements. This includes checking how balanced the map is, how fun it is to play, if there are any exploits, if areas on the map need to be prettified etc. Map developers/designers/artists should be able to rely on you to make sure maps that are released or changed are done so properly.
    More information.
     
    But there are more roles available. Below, you can take a look at all our open positions. 
    Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 45 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 take a look at our open positions!
     

     
    • 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 Stonekin booster: DOYO-ULIK-ETUR-TLES
    The code is valid until November 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 September 2023
  7. Maze liked a post in a topic by Metagross31 in Skylords Reborn PvP AI programming contest - Phase 1   
    The Skylords Reborn PvP AI programming contest - Phase 1
    Hello fellow Skyladies, Skylords and other Sky-beings!
    We're thrilled to introduce a one-of-a-kind event that combines the thrill of PvP gameplay with the ingenuity of programming. Get ready for the AI Programming Tournament, where your submitted programs will face off in an epic showdown to find the ultimate AI strategist!

    Format
    The event will consist of three separate phases, with phase 1 starting now!
    In phase 1, we ask all of you, who are interested in participating in this event, to fill out a questionnaire about your previous programming experience and programming language of choice. After the questionnaire closes, we will use this information to prepare an API (Application programming interface) and document it according to your programming skills, such that everyone who is interested will be able to compete! Once the API is ready to be presented to you, phase 2 starts, in which you will have enough time to write and test your programs. Once phase 2 ends, phase 3 will be a tournament, in which all entries we received battle if out to find the best of them all! More information about the technicalities will be presented when phase 2 starts.
    Event Details
    Deadline for phase 1: 31.12.2023 Start of phase 2: Not yet determined Link to the questionnaire: *CLICK* Link to the event Discord: *CLICK*
     Why participate?
    Participating in this tournament offers a unique opportunity to not only showcase your programming skills but also demonstrate strategic thinking in a dynamic gaming environment. Beyond the thrill of competition, there are fantastic prizes at stake. The specific prizes will be disclosed at the start of phase 2.
    In our effort to make PvP more approachable for newer players, we would love to add the option to play and practice against AI opponents. We are currently exploring our options, and your entry could serve as the foundation for this!
    Whether you're a seasoned programmer or just starting out, this tournament welcomes all skill levels. We will provide enough documentation, such that everyone can participate with at least a basic program.
    Please note...
    We are aware, that this is not a gameplay event and that only a minority of the community will likely be interested in competing. For those of you, who are looking for more gameplay-oriented events, don't worry, we will still have those in the future!
    For those of you, who will participate, please be patient during phase 1. We want to make sure, that everything works and all technicalities are figured out by that time, so expect a delay between the end of phase 1 and the start of phase 2. Do not expect phase 2 to start at the beginning of next year, please allow us enough time to prepare everything, which might take some time!
    Special Thanks
    Big thanks to @Kubik for providing all the technical stuff necessary to make this happen!

    Questions
    Reply in this thread if you have questions, we will answer them as soon as possible.
    Best regards,
    The Skylords Reborn Team
  8. Maze liked a post in a topic by Wallet in Collection Tracking Sheet   
    I know you can see a simple count of how many cards of each rarity you have in game, but I like keeping track of things more than most and I also like spreadsheets more than most, so I made a little spreadsheet to keep track of which cards I have, how upgraded they are, etc.
    It has two sheets. One that tracks your collection:

     
    And one with an overview/stats:

     
    I'm not sure if anyone else will get any use out of it, but since I made it anyway I figured I'd post it. If you're so inclined, you can make a copy of it on Google Docs at this link.
    (Also sorry if this isn't the ideal forum for this; I wasn't sure which was.)
  9. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    for said feature to be useful, something similar to the export deck functionality needs to be implemented ingame first, otherwise it would be too tedious for the user to handle updating and for me to code a more complex update functionality. 🙂
  10. Kapo liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    for said feature to be useful, something similar to the export deck functionality needs to be implemented ingame first, otherwise it would be too tedious for the user to handle updating and for me to code a more complex update functionality. 🙂
  11. Kapo liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - updated card upgrade maps
    - fixed boosters page table sorting
  12. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - updated card upgrade maps
    - fixed boosters page table sorting
  13. Maze liked a post in a topic by Metagross31 in Skylords Marketplace Journal (SMJ)   
    Sleet Storm is there, Tectonic Shift isn't in the game yet 😄
  14. Maze liked a post in a topic by Flrbb in Skylords Marketplace Journal (SMJ)   
    If I am not mistaken, Sleet Storm is not in SMJ. Same for the new Tectonics Shift.
     
    Edit: your tool is superb. thanks for creating
  15. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - fixed reforging values calculation for hybrid cards, a modifier had a wrong activation condition
    - fixed Sleet Storm's wrong orb requirements (sorry, that it took so long for me to fix this)
    - updated cardArtwork api to now serve images in .webp format by default so lower traffic for sites that use it
    - updated default notables from 1W to 2W, so if not otherwise stated median/mean/min/max are taken from the last 14 days before their calculation, this is to prevent the values from being too influenced by sudden spikes that last more than a few days
    - added functionality to open navigation tab subpages in new window by clicking them with the middle mouse key
     
    On a side note, a new big feature is close to being ready, so stay tuned. 😉
  16. Kapo liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - fixed reforging values calculation for hybrid cards, a modifier had a wrong activation condition
    - fixed Sleet Storm's wrong orb requirements (sorry, that it took so long for me to fix this)
    - updated cardArtwork api to now serve images in .webp format by default so lower traffic for sites that use it
    - updated default notables from 1W to 2W, so if not otherwise stated median/mean/min/max are taken from the last 14 days before their calculation, this is to prevent the values from being too influenced by sudden spikes that last more than a few days
    - added functionality to open navigation tab subpages in new window by clicking them with the middle mouse key
     
    On a side note, a new big feature is close to being ready, so stay tuned. 😉
  17. Volin liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - fixed reforging values calculation for hybrid cards, a modifier had a wrong activation condition
    - fixed Sleet Storm's wrong orb requirements (sorry, that it took so long for me to fix this)
    - updated cardArtwork api to now serve images in .webp format by default so lower traffic for sites that use it
    - updated default notables from 1W to 2W, so if not otherwise stated median/mean/min/max are taken from the last 14 days before their calculation, this is to prevent the values from being too influenced by sudden spikes that last more than a few days
    - added functionality to open navigation tab subpages in new window by clicking them with the middle mouse key
     
    On a side note, a new big feature is close to being ready, so stay tuned. 😉
  18. Kapo liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - fixed card creator personal artwork upload
    - fixed card search select for card creator, deck builder and others where no card names were visible for the selectable card options
    - updated some card data (values and abilities still haven't been updated yet)
  19. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - fixed card creator personal artwork upload
    - fixed card search select for card creator, deck builder and others where no card names were visible for the selectable card options
    - updated some card data (values and abilities still haven't been updated yet)
  20. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - improved website security
    - updated card upgrade claim and apply gold costs
    - updated cardArtwork image api to allow SMJ IDs
    - updated header tabs to have menus and group subpages into the categories: Info, Tools, Community, Personal
    - updated /lists path to now be /personal/lists
    The plan is to expand the personal features next, for which 2 larger (and hopefully helpful) ones are planned and currently being conceptualized.
     
    On another note: I plan to transfer and recode the website, bot and scripts to integrate new knowledge and hopefully make them more stable and intuitive for others to understand, since I wanted to maybe allow others to contibute as well in the furture. But this will not happen for at least another year or so, just to let you know. This doesn't mean that the current versions won't receive any updates, but they will continue to be maintained with updated official data until the transfered versions are completed. 😉
  21. Kapo liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - improved website security
    - updated card upgrade claim and apply gold costs
    - updated cardArtwork image api to allow SMJ IDs
    - updated header tabs to have menus and group subpages into the categories: Info, Tools, Community, Personal
    - updated /lists path to now be /personal/lists
    The plan is to expand the personal features next, for which 2 larger (and hopefully helpful) ones are planned and currently being conceptualized.
     
    On another note: I plan to transfer and recode the website, bot and scripts to integrate new knowledge and hopefully make them more stable and intuitive for others to understand, since I wanted to maybe allow others to contibute as well in the furture. But this will not happen for at least another year or so, just to let you know. This doesn't mean that the current versions won't receive any updates, but they will continue to be maintained with updated official data until the transfered versions are completed. 😉
  22. Maze liked a post in a topic by Majora in Community Update - July 2023   
    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!

    • Share your feedback, get two boosters!
    Our yearly feedback survey has become a tradition by now. Because Skylords Reborn is a community project, we want to know what our players like about Skylords Reborn, and what could be better. We want to keep improving the game and growing our player base, and your feedback is crucial for us! 
    As a thank you, there will be two boosters for everyone who fills in the survey. Your feedback will be anonymous.

    • Announcing a new rPvE difficulty
    As mentioned in previous Community Updates, we are currently hard at work creating more map-based content, like the much anticipated new campaign maps. But we are also aware that one of the most played game-modes in Skylords Reborn is rPvE, specifically difficulty level 9. Today we are excited to announce we are close to complete a new difficulty for rPvE, sitting between difficulty 9 and 10!
    We sat down with one of our designers to share some more information about this upcoming new difficulty. Take it away, RadicalX! 
     
    What was the motivation to create rPvE 9.5?
    Based on game data, we noticed the difficulty spikes from rPvE difficulty 9 to 10 are too big. The change in win rate is even greater than the difference between difficulty 5 and 9, and the majority of games at the highest difficulty just result in a loss.

    What makes rPvE 10 so difficult?
    Outside significantly strengthened camps and waves throughout the entire game, early layout changes from single to double camp at the T2 row greatly increases difficulty. These camps also include spawn buildings, resummoning dead units and sending out very early waves towards the players. This requires a different strategy compared to lower difficulties. Getting used to these new threats takes some time, but since none of the other difficulties work in the same way, it’s hard to prepare and practice strategies.
     
    What are the goals of rPvE 9.5?
    The new difficulty is supposed to achieve two things. First, we want to provide players a more enjoyable experience by adding a more linear difficulty scaling in rPvE. Whereas single player rPvE already functions like that to some extent, 4-player rPvE lacks a proper difficulty scaling, currently generating the same amount of games as all other difficulties combined. Second, we want to provide players an environment that allows them to learn and understand how rPvE 10 works on a structural level.
     
    What can players expect from rPvE 9.5?
    In order to achieve the two previously mentioned goals, rPvE 9.5 is using the same layout as difficulty 10. To smoothen out the early game experience, all fliers are removed from camps in the T2 row. Starting void was increased towards the level of rPvE 9. The T3 area will not feature spawners, reducing the total wave income in the early game. This makes more methodical approaches viable and removes some of the toughest mechanics rPvE 10 has to offer. Camp density in post T4 camps is reduced a little bit, waves will generally be comparable with difficulty 10.
    From that point we did further tweaks based on map tester feedback, to address more specific preset dependent issues. Because rPvE 9.5 is a systematic change, certain rPvE layout issues are inherited. That said, the adjusted unit compositions and wave spawn structures should still help with making these very unforgiving maps appear less frequently. Ultimately, this should give players a new challenge beyond difficulty 9 and also give a better indication on what difficulty 10 will look like.
     
    Alongside this new difficulty, we will also be changing the naming of the rPvE difficulty scale. 

    New Name      Difficulty according to current scale
    Standard           (4)
    Standard +        (5)
    Standard ++     (6)
    Advanced          (7)
    Advanced +      (8)
    Advanced ++    (9)
    Expert               (9.5) New!
    Expert +            (10)

    As you can see, we will be removing rPvE levels 1, 2 and 3. Data shows us these levels don't see play, and their difficulty and rewards are very lackluster. By using this new logic, the difficulty should also be more in line to the campaign difficulty scaling, giving new players more clarity of what they can expect. 
    Difficulty rPvE 9.5 will be available for 1, 2 and 4-player scenario's, and contain all factions, meaning our newly added Nature and Fire factions will also appear in the pool of enemies. This new difficulty will go live alongside our next patch, currently planned for a Summer 2023 release. 
    We hope players are looking forward to face these new challenges!

     

    • Voice Acting – Update
    Last month, we started looking for voice actors who could help us to bring upcoming characters to life. We are about to close the application window for the second wave of voice-acting, so be sure to apply this weekend if you are still interested!  
    We are looking for a variety of voices (both male and female), and encourage everyone who is interested (and has a decent microphone!) to apply. You are also welcome to apply if you did so in the original application round in 2021! 
    To apply, fill in a brief survey to provide us with some information about yourself and select which characters you are interested in. We will be in touch with you for a trial script, and select our favourites from the provided recordings.  
     

     
    • Tournaments and 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 #9: Who Dares Wins! 
    Ultralord will be hosting a stream to showcase the winners of the last official event. Join us on June 3rd at 19:00 CET on his Twitch channel, which you can find here. 
     

    • NEW - Crappy Community Contest #11: Meme-fy BattleForge - Until July 3rd
    A non-gameplay event where you create GIF-content for our Discord. Meme content, emotions, ingame scenes – everything is welcome. Help unlock a booster code by participating! More information.



    • Host your own tournament / event
    Want to host a tournament or event yourself? Please reach out to our Event Organizers, @Metagross31, @Minashigo Hiko or @nukie! 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.
     
    • Contribute
    Skylords Reborn is a community-driven project fuelled by the passion and dedication of over 40 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!
     

     
    • 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: SOON-RPVE-NINE-FIVE
    The code is valid until August 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 June 2023
  23. Kapo liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - fixed displaying description and veteran actions for decks without a description
    - added option so select "Any 3 vs 3" when creating PvP decks, but without option to select specific maps
    - updated settings page for veteran players with some basic information (will be expanded on in the future)
    - updated allowed description characters to now also include: / * = < " (links are not allowed in the desctioption, if you still want to share a YouTube video for example, please use the forum link option.)
    -updated community deck filtering to now provide more options and moved the checkbox filters to the new filter component, which includes:
    Maps: Speedrun, Solo, Map of the Month Complexity: Beginner Friendly, Regular, Veteran Only Additional: Orb Switch, Creative/Fun Information: Description, Forum Link Creator: Veteran, Verified, Unknown Flags: Outdated, Updated, Inappropriate Description
  24. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - fixed displaying description and veteran actions for decks without a description
    - added option so select "Any 3 vs 3" when creating PvP decks, but without option to select specific maps
    - updated settings page for veteran players with some basic information (will be expanded on in the future)
    - updated allowed description characters to now also include: / * = < " (links are not allowed in the desctioption, if you still want to share a YouTube video for example, please use the forum link option.)
    -updated community deck filtering to now provide more options and moved the checkbox filters to the new filter component, which includes:
    Maps: Speedrun, Solo, Map of the Month Complexity: Beginner Friendly, Regular, Veteran Only Additional: Orb Switch, Creative/Fun Information: Description, Forum Link Creator: Veteran, Verified, Unknown Flags: Outdated, Updated, Inappropriate Description
  25. Metagross31 liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)   
    update:
    - updated orb requirements and affinities of changed cards (all other card values haven't been updated yet)
    - added outdated indicator to median/mean/min/max prices to be able to immediately see if the values are outdated (if they were last updated more than 24h ago) as the script that updates the notable prices hasn't been automated yet
    - added option to add a short description to the community decks with specific parameters and a related veteran action:
    descriptions can be up to 500 characters long for now, the only allowed characters aside from letters and numbers are: _ - + > ' , ; . : ! ? ( ) and new line character (if you need a specific additional character for your description, feel free to suggest it) IMPORTANT FOR VETERANS: veterans have a new action that allows them to flag a deck for having an inappropriate description which is then reviewed. these flags are not reversible by veterans and will result in appropriate actions being taken for the deck creator and for false flagging. decks that have been flagged by at least 1 veteran this way can't be edited or deleted until they have been reviewed and the problem resolved.  
    Deck descriptions have been a repeatedly requested feature by multiple people, so please behave in what you write in the free text area or the feature will have to be rethought/removed again, if it is being abused too much. I am relying on your best behavior. 🙂
     

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use