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Kapo

Skylord of Honour
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About Kapo

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    Graz, Austria

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  1. yeah, sadly patches often breaks replays. with tutorial deck, you may still be able to run them and at least see whats happening.
  2. Folder Size of Paks for Test Server: 1,4GB Folder Size of Legacy Server: 0,5GB Folder Size of Internal Server: 1,6GB For 99% of the time, thats 3,5GB of space wasted for stuff most of us dont use. Is there a possibility to get at least a Opt-Out for all those files? Especially for the Internal Server, downloading those files to every Installation is a massive waste of HDD space, bandwith, time for checking those files every time we launch the game etc. for something normal players can't even use in any form. Even better would be a Opt-In.
  3. All in all, the map seems really well-made, and fun to play. Here are still some points that caught my attention: - The War Eagle guarding the two towers near T2 gets very, very often stuck at the tower for a moment when attacking. Maybe there is something up with the ice crystal model? - I would give more space at the "outer" path connecting the P1/P2 start position, so people can avoid the towers and eagle to meet up without getting smacked; maybe a nice ice lake or something. It's no benefit for speedrunners, and more casual players could team up before they attack. There is that one spot west of the western Frost Crystal that is unnecessary tight - The trigger point for the new script phase should be where the gate is, or the gate put farther back - that gate kinda serves no purpose, and it would be a cool "finish" line for that part - The Mountaineer shooting over the edge at ground units near that trigger point feels off, maybe his path can be changed a little, since he guards the well and not the path (right?) - The double-wells after the T2 are really heavily guarded... too heavy? Maybe they are ment to be taken later? - The cooldown for the teleport from the city to the enclave is ultra long (on purpose?); if a unit misses the teleport, all you can do is destroy it - The Vigils that attack you after teleporting feel kinda off/unfair - The enclave is kinda tight with space - which is alright, but the placement of the kobold laboratory makes it even worse. Maybe put it a little more to the left side, and also the central construction hut a bit more to the right to not punish players so hard who want to build a Howling Shrine or something (otherwise Necroblaster stays prime forever) - The attacks at the enclave could be more themed, like mostly-flyers or something - The Hulks are a mystery, sometimes they directly go for the walls, sometimes they can be distracted. Maybe there is something I dont understand yet, but I think the coolest option would be if they beeline for the walls no matter what, and after their charge they do whatever normal units do. - The Winter Witch feels too deep in, considering that you always have to walk back too - The Archfiend in the middle (at the orb) is very trigger-happy due to the patrols; he should be guarding the orb and not help defending the paths - Not sure if the most eastern Banestone is intentionally that far in, there is such a big gap between the Tower/2-Vigil and the camp with the Banestone that feels unnatural. Alternatively, if you dont want to move it forward, if you change the path from the center (archfiend-orb) leading south a bit more curved to the east it would lead to a more natural route from the enclave to the last banestone, possibly skipping the tower/2-vigil position if you are careful - The off-map Amii keep/temple between P1 and P2 start position is cute, but floating weirdly on the ice, the edges might need some more map art details - Can you put some decorative units (Amii civilians?) that run from buildings or wait for the final port to teleport away when the map is won? That would be a nice touch
  4. If you have amassed crazy amounts of gold, isnt it very likely that you have all cards and crazy amount of BFP?
  5. Hey Skylords, If you have a hard time because you are new, I made a low-budget participation run as a blueprint for you: Deck code: MiIqFDLsSOLuLYFsXKZtYZFYUzMULrLtLYIOMgVsI Good luck on your run! 😃
  6. The winners now also received their prizes. Besides that, I asked Ultralord to scramble in the statistic, and to answer the questions from the stream: * The fastest Shadow-start was @Serar, with a time of 14:33. * The total number of Windweavers played in all games was 710.
  7. Thanks to @Ultralord for the awesome stream yesterday! If you missed it, here is the YouTube link to it: Also, these were the top players: You want to know how you stacked up? Here is a list of all times: Difficulty 6 Difficulty 5 Difficulty 4 Hope you had fun in the event, and see you in the Forge! Kapo
  8. Name: As clean as can be Description: Win a random battleground on standard difficulty without receiving a single point of damage. (Alternative: BG on standard AND a single-player map on standard, but I couldn't think of a good one except Encounters and Soultree, and those have been used so often in achievements already.) Reward: Clean Forge
  9. The Soulstones and Boosters have been sent out - check your mailbox to find out what you received 🙂
  10. People of the Sky, I just sorted everything in, and everybody got a confirmation message. If you didn't receive something from me, please reach out - with 76 entries in total, it's possible I overlooked someone. Thanks for participating!
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