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Riviute liked a post in a topic by Cocofang in The growing concern that "I" have with Skylords Reborn
Simply removing/replacing some units from ITJ and UV could create a Standard difficulty. Mechanics can stay the same. I'd be in favor of that.
I usually prefer things to be accessible and lenient since, as a non-profit volunteer project, we have the luxury of not having to care about gating content behind a paywall or haggling for every ounce of retention and engagement. I'm against introducing unnecessary grind. Too many games on the market court for endless player attention, it gets grating and exhausting. But opening up season challenges to be done on Standard seems good. Players that can will skip to the hardest set-up anyways, so they are not impacted. Meanwhile, everyone can participate and get some points. Although, while I'd personally like the Promo Sunderer to be accessible with like 60-70% effort, it won't be in reach by only doing easy versions of challenges.
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Cocofang liked a post in a topic by Riviute in The growing concern that "I" have with Skylords Reborn
Hey guys, I would like to talk About an issue that I feel like gets bigger and bigger, but at the same time its probably something that only affects a small group of players yet I still believe its important to talk about.
Now before I talk about the main topic I just wanna mention how grateful I am to the dev team that brought this game back to life. When it was shut down all those years ago I was constantly looking for private servers or similiar games until I found this project. I watched the progress with great joy and excitement and when I was invited into the closed beta it was one of the best days ever. But its not just that you brought back the game, you added new stuff to it as well! New cards, new maps, events, dailyquests, the reservesystem and even changed a lot of the original stuff. The new Ravenheart for example is still one of my most appreciated buffs in the game so far and its only one of many. Sure there have been things that can be seen as controversial, like the Batariel change or the Amii Monument nerf, and even if I miss the old Amii Monument from time to time, I still think it was a healthy choice. And if I really wanna use the old stuff again, thats were the legacy server comes in.
So no matter what I'm about to say in this topic, because its gonna sound like I complain a lot and I'm very whiny, just know that this is like the ONLY THING that I could even complain about and I absolutely believe that you guys are doing a phenomenal job here. (Just imagine I'm patting you guys on the back right now, cause you deserve it)
Lets dive in, what is that issue that I have in Skylords Reborn. Simply put... the Difficulty. When it comes to RTS games I'm not very skilled, I love playing them but usually I am just as bad at them like in egoshooters where I constantly blow myself up with my own friggin grenades. I love the freedom these games offer, the army compositions, the creativity in approach and the epic battles. Its my most favorite genre, but I'm just not one of those microgods who has an APM of over 9000 and escpecially in more complicated missions where you have to have your eyes at thre or four different spots at the same time I tend to miss out on one of the most important aspects of RTS, the Spectacle. Hard missions can be very hectic and it at times can feel more like a checklist, like ok now I have to do this, then this guy dies, then I have to be at my base for the attack at 3min 40, you get the idea. Even nowadays I always feel that the graphics and visuals of Skylords Reborn hold up, it still looks nice and it sounds great but when things get stressful you tend loose sight of these things. When I play RTS games I strangly play them just for the sake of relaxation or creativity, I still love the impact the inferno spell has, I still love to combine soulshatter + frenetic assault + infect + plague even though I know its overkill or just build a massive rootnetwork that goes across the entire map.
I can understand why people enjoy high difficulties in these games, discovering the map, coming up with plan, fail, rework the plan, try again and succeed. There is a feel of accomplishment when you overcome such an obstacle but for these challenges I just have different games like monster hunter or elden ring. So when new maps were added (the two new twoplayer missions) I was overjoyed and a bit disappointed at the same time. Cool new missions, new stuff, new story but then... oh... no standard difficulty. Thats not a new thing right? I mean there were missions already in the game that didnt have a standard difficulty, Behind enemy lines, Dwarven Riddle, Insane God and Guns of Lyr. But just because thats how it used to be doesnt mean it was healthy for the game.
(sorry now comes the complainy stuff)
Even though the two new maps Unexpected Visitors and Into the jungle have been out for quite a while, I only recently got to play them for the first time with my nephew. I wanted to save this one to explore and experience it together and it was... rough. There is a bunch of mechanics and events shoved into the first one with the lost souls and it was quite overwhelming. Its a lot of stuff after you get your T2, the enemy overall power level was also very high and oppressing. The voice actors (by the way did a great job with their acting) tell you about the mission, but its really hard to keep track if you arent super fluid with english which in this case was my nephew and I had to try to tell him on the fly what was going on but even I couldnt keep track. We reached the amii city but never went T3, we couldnt, we were overwhelmed. Also we ran into the trap with the two power wells on the side that are ridiculously strong defended. So yeah, we didnt make it and lost. Further attempts only lead to frustration until I gave up and looked up a guide online to figure out what we were supposed to do. Appearantly there was even an optional area with frost units that you could go for and get some assistance, I knew that there was more in that area but I just didnt know. Only after looking at that guide we were able to beat it. And quite frankly I dont think thats how it should work, I mean it was an advanced mission so I guess the devs expect you figure it out and there are many people who can do that, but thats just not me. I wished so so so hard for a standard difficulty, just so I can adjust myself to the map.
Campaign missions in other games never had a situation were the game just said "Alright buddy, playtimes over, we are taking this big ol hammer and shatter your beloved buttons for easy and normal difficulty, now there is only the hard difficulty and the pain difficulty level, grow a pair of balls will ya?" That is still just so strange to me, I cant imagine I am the only one who played Dwarven Riddle for the first time and was just completely flabbergasted and what the hell was going on, why is it so hard??? The same goes with insane god, that map broke me and my buddy back then, everything is fine until you get to your T2 and then its just complete madness. Experiencing missions that already have a hard setup without lower difficulty options feel problematic to me, I never liked this designchoice and I never will. Why cant we just get used to the map, the layout, the mechanics first and then tackle the higher difficulties, I know there are some hardcore gamers out there who just jump in and go for highest difficulty right away, but I cant do that. (Just fyi, into the jungle felt easier but also wasnt first try)
The thing is that the new campaign maps isnt the only place where that happens. I dont really know when it happened but I am also not the biggest player of 12 player maps but those dont have standard difficulties anymore as well??? I mean, I get it, its already tough enough to find 12 players to play ascension, but if you need it on advanced but once again you see the map has one lobby open and its standard difficulty again, that can be frustrating. I think I heard something before (not sure if its a rumor or not) but there was an idea of splitting up ascension into 3 four player maps and passage to darkness turned into a single 4player mission, which I think would still be the healthiest thing to do. Removing the standard difficulty however still felt like the wrong thing to do. I just have to wonder at this point, is this the direction going forward? Are all future missions gonna be advanced/expert exclusives? I mean which game has ever removed a difficulty option? There are games that in fact added new ones just for accessibility. In Warcraft 3 Reforged (I know, this is rough one to think about) they not only added a Story difficulty but also gave the Nightelfs in the Sentinels campaign two new units, a short ranged support unit that can use the shaman spell Bloodlust and a massive Wildkin with chaos damage that is meant to be a counter for the very spooky Naga Royal Guards. I also played the turn based strategy game Songs of Conquest and initially the devs were set on the idea "This is a game for experienced Heroes of Might and Magic 3 players and barely have and handholding." So there were no difficulty options, but even experienced Homm3 players like Lexiav were struggling to beat the campaign, now the devs changed things around and now there are 7 difficulty options, which of course is easier to design in these kind of games cause they only needed to give them like handicaps to their economy but still its impressive and much appreaciated by the community.
Now I am aware that difficulty scaling in RTS isnt an easy topic. Sometimes there were just ridiculous jumps in difficulty, like the first mission of the undead in warcraft 3 frozen throne expansion were you have to stop the humans from fleeing in three seperate areas while attacking and destroying the villages. Or the infamous dreaded mission 18 in the original Stronghold 1, where you have to siege the castle of the Pig with almost only melee units and barely any ranged, even on easiest difficulty, many people could only beat that one through save scumming including me and I love Stronghold. Even on standard difficulty in Skylords, Nightmare Shard always felt like a huge step in difficulty same goes for Blight.
But Skylords is very different compared to other RTS games, what makes the difficulty here so unique?
The biggest difference is the Techtree basically, lets compare Starcraft 2 with Skylords. In the first three missions Liberation Day, Outlaws and Zero Hour you only unlock 3 things, the Marine, the Medic and the Bunker. Thats it. Thats how more classic rts campaigns work. In Encounters with Twilight however (which I will just call the first mission) you technically already have T4, you can summon the Tempests, Emberstrike or even the Giant Wyrm. You can go T4 right from the get go, its like imagine you could go for rip off Battlecruisers without any upgrades in Starcraft on Mission 1. The difficulty has to be scaled around the fact that you always can be at endgame tech and that makes it difficult to balance. On top of that, we also have multiplayer campaign missions for two or four players and that also needs to taken into consideration when it comes to mapdesign and enemy selection. And there is also so many cards that you need to keep in mind that could ruin a map through cheesing or they circumvent important triggers and stuff. But the thing is I dont think it would be that hard to add a standard difficulty, changing enemies to lower tier ones, delay attack waves, weaken preplaced enemies or change map depended timers. (I think I make it sound too easy, but I feel like creating a harder difficulty is rougher than a lower one)
The thing is the shift of difficulty is also seen in events or in this current season that we have. First off, I LOVE the idea of seasons and I think its very well done, though I do wonder if it means that all new cards in the future will be introduced in seasons or if we will ever have cards outside of a season again. The point system feels good and rewarding but at the same time, I look at the Nightmare challenges and instantly think... Yeah I'm not getting those. So of course I take a look at the regular challenges and there are some that I can do but others already put me in a bad spot, like slavemaster? on advanved? only fire? NO BUILDINGS? I like playing fire every now and then but I'm not confident that I can beat this one with only fire units and spells. I dont wanna be a burden to other players when attempting it with a random player cause I suck. So I a little bit of these challenges and some of the repeatables and thought, okay I guess I have to rely on the repeatables until I realized that their goals become bigger the more often you complete them its bigger jumps now like at first 30000 power in spells for a couple points, now its 40000 for the same amount. So what does that mean? Is is gonna grow infinitly? Is there a limit? Do I at some point have to destroy 8000 buildings for 4 season points? I'm a Monster Hunter player, I dont mind the grind, but even for me this seems kinda rough. But again, maybe I am just one in tenthousand who thinks like that and cannot deal with these challenges that well.
Well what do I hope for? What would I change? Of course I'm not a game designer, but I think would add standard difficulties to all maps just for accessibility and a learning tool. Regarding the season I think would grant the player the option to just cancel one of the challenges through a buttonpress that give him access to a similiar challenge but on a lower scales with lower rewards. Or add maybe one or two more challenges that also could be done on standard difficulty, make them tedious or grindy, I dont mind like beating Ravens End on standard without T4 or Encounters with Twilight on Standard while only using Medium Units. Or maybe let us just speedrun a mission on Standard and give different rewards on how fast you just like with the rpve map. I think there is still a lot of potential for things like that. I am also aware that the season basically just started and there is still a lot of time left, but I just wanted to share my concerns with you.
Again, its a problem that doesnt affect many players, and I do respect and love everything the devs did for the game, its in the best state it has ever been in imo. A game that still brings me so much fun and joy, and is completely kept alive by the community and some volunteers is something I have only experienced once, and that was the Horn of the Abyss team that did something similiar to heroes of might and magic 3. I just wanna take the time right now to applaud the devs, the designers, community managers and everyone else for this incredible peace of hidden gem in video game history.
PS: I wrote all of this in one go and hope I kept the grammar mistakes to a minimum, thanks for reading and sorry for it being so much. :)
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Cocofang liked a post in a topic by Velorio in A development update regarding our latest patch
Love the new patch!!
Good luck to the devs!
I must say the new Hellhound and Wormlings card artworks are just amazing. They look like cards from the first edition (quality wise) which is great as in my opinion you can see the artwork quality go down and down the more the game back then developed (Amii edition having probably the worst art in the game) so seeing these crispy creatures really warmed my heart!
Thank you for the good work!
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Cocofang liked a post in a topic by Majora in A development update regarding our latest patch
Greetings Skylords,
Our latest patch released on Sunday, bringing with it our first Season. With so many moving parts, there were bound to be some bugs, and our team has worked hard on fixing as many of them as fast as possible.
The server-wide freezes that plagued the game during the first few days seem to be resolved. There was also an issue regarding Fire Wormlings causing extreme lag spikes, which has hopefully been fixed as well with our latest hotfix. While there are still reports coming in of crashes, lag spikes, desyncs and other issues, they seem to be mostly individual based at this point.
We would like to ask for your help in further pinpointing these issues, so we can solve them as fast as possible.
To do so, please report bugs, freezes, crashes and weird interactions you come across. Let us know what you were doing when the issue happened, and please share your crash log data and replays. If you are experiencing a desync, please collect two different replays from players on the map, so we can investigate. The best way to do so, is through our Discord channels "report a bug" and "technical support".
While we absolutely understand the frustration in regards to these issues, raging at the team is not productive, and highly demotivating during these stressful times. Please try to be a bit more understanding. We are all volunteers here, combining our work on Skylords Reborn with our other life responsibilities. We would love to hear your feedback and reports, but the way you phrase it matters a lot. Please keep that in mind.
Thank you for your patience and understanding.
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Cocofang liked a post in a topic by Hofrath in Patch #400052 - 1 June 2025
Usually I dont comment, but this is a huge and awesome patch! THANK YOU VERY MUCH!
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4esan4o95 liked a post in a topic by Cocofang in Corporate Downsizing Guide
This deck takes care of four achievements at once on Treasure Fleet. Cheapskate, Corporate Downsizing, A New Sun and A Force of Nature.
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Metagross31 liked a post in a topic by Cocofang in Corporate Downsizing Guide
This deck takes care of four achievements at once on Treasure Fleet. Cheapskate, Corporate Downsizing, A New Sun and A Force of Nature.
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This Is Halloween_2 liked a post in a topic by Cocofang in Urban Planner Budget Guide
Hah, you're right! That makes it kind of stupid, doesn't it 🤔
Well, four WBGs are enough if you also build four Strongholds inside the arena. Mo with shadow buffs also carries its own weight.
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Metagross31 liked a post in a topic by Cocofang in Urban Planner Budget Guide
Throwing my Urban Planner Mo deck in for future reference.
It was after I got my T3 that I realized I was so focused on avoiding MotK that I forgot to actually still splash into nature for heal. Figured I'm committed now, so I played it out, which took 39 minutes. In hindsight I would drop fire for nature. Aura of Pain was nice but I was in pain myself as I always had to wait for Mo to regen next to a building to proceed. Final boss fight was instantly over though with 8 WBGs blasting the arena at once.
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Cocofang liked a post in a topic by Majora in Community Update - December 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!
• Yearly Feedback Survey
Every year, Skylords Reborn has a Feedback Survey. While it is typically released in the summer, we decided to give players more time to explore our new Campaign Maps before inviting you to share your invaluable feedback.
Because Skylords Reborn is a community project, we want to understand what our players enjoy and what could be improved. Your input is vital to helping us refine the game and expand our player base.
We hope you’ll take a moment to answer the survey questions, as your responses will directly shape our development priorities. As a thank-you, everyone who completes the survey will receive two boosters. Your feedback will be anonymous.
• Christmas Event & Anniversary
This year, we have something very special planned to close out the holidays. Check back later this month for the official announcement of our Christmas celebration! We are hard at work finalizing the challenge, but the special reward is already prepared. Players who complete the achievement will receive a new Promo Frost Mage card! More information is coming soon, so stay tuned!
The 4th anniversary of Skylords Reborn is also coming up. Traditionally, we celebrate this milestone with an announcement stream and a large content patch. But with a significant patch in September, the Halloween Event in October, and our plans for Christmas in December, it has been an incredibly busy period, and we are not sure if this will be feasible this year.
Rest assured that we are still hard at work on the second batch of new campaign maps, new cards and other features we are sure you will enjoy, but we feel rushing ourselves to release a content patch just to fit the anniversary window this year, is not the right approach. We would still like to celebrate this milestone with you however, so we will explore our options and let you know.
• New Card Spotlight - Molt
We already talked a bit about Molt in our Twilight deep-dive last month, and are now ready to reveal the latest spell coming to the Twilight faction. Lets break down the card and share some of the thoughts behind its design.
Shed
Trigger a unit’s latent capacity for transformation. Target an own Twilight unit and trigger its transformation effect as if it had used Twilight Transformation. Reusable every 40 seconds.
Design notes:
Twilight Transformation has seen a number of improvements, such as reduced transformation time and a built-in cost reduction. At the same time, we have been steadily adding more transformation effects to the Twilight units to give the ability more strategic depth. Still, we are largely restricted by the fact that we cannot lower transformation costs without also lowering bound power costs in units. So as units scale in costs, our only choice is to make transformation effects scale in strength. We do not think this efficiency arms race is rightly achievable, so we are moving in a different direction through the introduction of Molt. For a low fixed cost, Molt will be able to trigger the transformation effect of any Twilight unit, meaning we can now design transformation effects with Molt in mind and not solely based on bound power costs. This also allows for more flexibility as players can now trigger transformation effects quickly and easily without having to make use of the often clunky Transformation process.
Molt will release alongside our next content patch, date to be announced.
• Art Spotlight - Molt
The artwork for Molt (originally called Evolution during development) was created by SpiritAlpha. He envisioned Twilight creatures shedding their old skin, transforming into even greater monstrosities. SpiritAlpha quickly produced two early sketches:
We liked the early concept, and work continued on the one involved the Mutating Maniac. To ensure the artwork fit well within the card frame and kept the focus on the main design, we removed the extra characters. At one point, we considered depicting old skin transforming into new body parts, but we quickly discarded the idea, as it didn’t enhance the artwork.
We were pleased with how the artwork was progressing but concerned it wasn’t clear enough that this was a spell rather than a unit. We explored several options but weren’t satisfied with the results. The first attempt made the card feel like a binding spell, while the second clarified it was a spell but faced contrast issues when displayed in the deck bar. Wherever possible, we aim to ensure players can quickly identify cards at a glance.
We spent some time tweaking the base artwork, experimenting with various intensities of the blue glow to emphasize the spell aspect of the card. We also ensured the toxic Twilight clouds, iconic to the faction, were present to highlight the transformation effect being triggered. Ultimately, we chose a strong blue contrast against the creature and mirrored the artwork to further distinguish the card from its creature counterpart when viewed in the deck bar.
We are happy with how the artwork turned out and would like to once again thank SpiritAlpha for his incredible work and contributions to the game. Our art department is severely understaffed, and it’s almost entirely thanks to him that we’re still able to add new cards to the game.
If you’re an artist or know someone who can create art in a style fitting for BattleForge, please don’t hesitate to reach out to us! You can apply directly here, or contact Majora or Dutchy on the Forum or on Discord.
• "How Does It Work" series - BFP
We recently launched a new video series on our YouTube channel, How Does It Work, where we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power, the Root Network and a guide on how to install the game.
Another topic that often comes up is ''How do I earn BFP?", the topic of our latest video!
We’d love to hear feedback from the community on this series. These videos take quite some time to create, but we’re more than happy to continue if they’re appreciated.
Are the videos clear and interesting to watch? Are there any other topics you would like to see covered?
Please let us know your thoughts in the comments below!
• Contribute to Skylords Reborn
Expanding on a game like BattleForge requires a lot of enthusiastic and skilled volunteers. While we are very happy with how the game shaped out to be, over the years we have struggled filling certain roles that are now truly becoming a problem for the health of the project. We would like to highlight a couple of positions that we could really use (more) people for.
Critical: Artists
Despite multiple calls for help, we have unfortunately not received any applications for the artist role. Due to the remote nature of our team and current global challenges, both of our artists have been heavily impacted, with one now completely inactive. This has significantly slowed the release of new cards and placed immense pressure on our sole remaining artist.
We would like to stress our appeal: if you know any skilled artist who might be willing to contribute to Skylords Reborn, please forward them our way. Your support is vital to keeping the game alive and thriving!
For more information, click here.
Critical: Marketeer
One of the most common pieces of feedback we receive from players is, “You should market the game more.” While we completely agree, this is easier said than done. Our options are greatly limited—paid marketing is off the table—and more importantly, we currently don’t have a dedicated marketer. Unfortunately, no one with the necessary skills or experience has applied for the role.
If you’re motivated, have a strong network, and believe you can help us spread the word about Skylords Reborn, we’d love to hear from you!
For more information, click here.
Map Testers
With our increased focus on map-related content, we are looking for more Map Testers to help identify bugs and ensure balance.
As a Map Tester, you’ll gain early access to new maps and game modes, with the responsibility of playtesting and providing valuable feedback to the map development team. This includes evaluating the balance and fun factor of maps, identifying exploits, suggesting areas for visual improvements, and ensuring overall quality.
The availability of dedicated Map Testers not only improves the game’s quality but also significantly speeds up the release of high-quality content.
This is a non-staff contributor position. Tasks for these roles come and go, and they are a great way to help without receiving too much responsibility.
For more information, click here.
Other roles
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!
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.
• 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!
Current events:
• FINISHED - Seven Strategy Showdown 7 - Egg ball
The last SSS-event finished past Friday, and was one of the most unique events we have seen in Skylords Reborn. Find out the winners in the event stream, or play it yourself in a versus mode that is being developed in the future! More information.
• COMING SOON - Christmas Challenge
While not technically an event, be sure to check in for our Christmas challenge later this month!
• SECOND PHASE - PvP AI programming contest
Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! Players are still able to join this programming contest. 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.
• 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: GIVE-FEED-BACK-TIME
Please note: Filling out the feedback survey also rewards you with 2 boosters.
The code is valid until January 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 November 2024
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UltDragon liked a post in a topic by Cocofang in Training Expert maps with Teststrike
Afraid of joining Expert lobbies because you have never played them before?
Want to try a new deck but don't know how it'll work out?
Would you like to train maps without the pressure of potentially failing your teammates?
Really want to see for yourself if a certain card is worth the purchase and performs well?
The Testserver got you covered! Introducing:
This unit is exclusive to the Testserver and as you can see has insanely high stats. Not only that, it costs no power and can be played on T1 with any color. Additionally, it can be spawned anywhere on the map, regardless of ground presence.
This means that using Teststrike, you can more or less remove certain parts of maps and only focus on training the ones you want to. Build your deck as you would normally but swap out one card for Teststrike.
Want to train defending on position 1 or 2 of Guns of Lyr but are unsure which cards can hold for long enough and how quickly you have to progress? Spam a couple of Teststrikes around the fortress and they will kill anything that comes close. So you can focus on your own game.
Unsure how to approach the difficult camps on Nightmare Shard? Lock one side of the shard down with Teststrike so you don't have to worry about fending off witches from that direction. Now you can experiment on how to free your T2.
No idea how to either be quick enough or defend against the attack waves on Blight? Teststrike can nuke the other camps so you can put your own strategy to the test.
Can you save the civilians in time on Titans or clear a path for Rogan before Jorne stomps him? Just let Teststrike do the tasks in the other sections of the map and get your position down.
The only thing to keep in mind is that, as you start a map solo, certain wells and monuments that would be dedicated to other players on that map won't spawn. Maps that unfortunately cannot be trained solo are: Empire, Ascension, Passage to Darkness.
So when you find yourself really struggling with a map, want to try a new deck or just get a closer look at certain aspects you can log onto the Testserver and give everything a go in a pressure free environment. Everything will get a lot less scary once you have a couple of reps under your belt and can confidently join an Expert lobby on Live, knowing that you can handle your position.
You will learn a lot!
How to access the Testserver
Open your install directory of Skylords Reborn where SkylordsRebornUpdater.exe is located. Now, instead launch the game with LauncherTest.exe and you will connect to the Testserver. You will have to make a new account specifically for this server.
This is a separate account and doesn't interact with your regular Live-server account. As such, progression with Achievements or anything won't carry over to the Live server. Speaking of which, on the Testserver you get 100m gold and BFP as well as all cards fully upgraded (may need to relog once to receive everything). Every now and then you might even catch a glimpse of a yet-to-be-released card!
Happy testing!
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Cocofang liked a post in a topic by kggx in If you like video games: This is important.
Hello!
First of all, I apologize for the clickbait title, but I believe this is a very important topic in our community. As we all know, BattleForge was shut down by EA in late 2013. While we were fortunate that dedicated people worked countless hours to bring it back, many other games are not as lucky. This is why Ross Scott started the "Stop Killing Games" campaign.
Here’s a quick summary taken from their website:
If you are interested in taking action, feel free to learn more at https://www.stopkillinggames.com/. Currently, there is an EU initiative (https://eci.ec.europa.eu/045/public/#/screen/home) running until July 31, 2025. You must be a European citizen and meet the age requirements). It only takes 5 minutes to participate, and your voice can make a real impact!
While you're at it, do share this with your friends and spread the word. Thank you!
~kggx / Kilian
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Metagross31 liked a post in a topic by Cocofang in Some minor suggestions to Ray of Light and Shrine of Memory
Instant healing on cast would just turn it into a T2 Regrowth.
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UltDragon liked a post in a topic by Cocofang in Community Update - September
The underlying problem of Amii Monument is that the original devs took a giant dump on their own entire game design by introducing it in the first place. All out of desperation for a few doubloons. Which didn't even end up mattering.
But unfortunately we don't have a time machine.
The fact that there are people that feel like, at this point in time, they lack viable options without crutching Amii Monument is a testament to how massive a problem the card was. It's barely even a hot take to say that right now decks are overall stronger and more diverse than they ever were during the original games run with Amii Monument.
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Immortal Skylord liked a post in a topic by Cocofang in Patch #400048 - 21 September 2024
Massive props to the voice actors and audio editors. I implemented some of those and was really blown away by the professional-level quality. They fit extremely well and sound amazing, adding so much personality. Great voices, great effects.
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DefAnske liked a post in a topic by Cocofang in One mixed orb Lost Souls/Stonekin/Bandit/Amii
Another hypothetical option would also be to create cards that are in spirit, for example, Twilight but one version is a T1 Fire card with Nature affinity while the other is a T1 Nature card with a Fire Affinity. That duo is then officially called a "Twilight" card but effectively you can pick between a Fire or Nature variant.
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DefAnske liked a post in a topic by Cocofang in Unexpected Visitors
I think it is fine for Adv to be somewhat comparable to some cPvE Exp maps in difficulty. The game lacks challenging maps for veterans. But I would be in favor of adding a Std difficulty by simply swapping some LS and frost units for weaker ones and removing some from the attack waves. No special adjustments, just changes to units.
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Major Payne liked a post in a topic by Cocofang in Unexpected Visitors
I think it is fine for Adv to be somewhat comparable to some cPvE Exp maps in difficulty. The game lacks challenging maps for veterans. But I would be in favor of adding a Std difficulty by simply swapping some LS and frost units for weaker ones and removing some from the attack waves. No special adjustments, just changes to units.
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Metagross31 liked a post in a topic by Cocofang in Patch #400048 - 21 September 2024
Massive props to the voice actors and audio editors. I implemented some of those and was really blown away by the professional-level quality. They fit extremely well and sound amazing, adding so much personality. Great voices, great effects.
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Majora liked a post in a topic by Cocofang in Patch #400048 - 21 September 2024
Massive props to the voice actors and audio editors. I implemented some of those and was really blown away by the professional-level quality. They fit extremely well and sound amazing, adding so much personality. Great voices, great effects.
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Cocofang liked a post in a topic by Maze in Skylords Marketplace Journal (SMJ)
update:
- added new maps as drop locations and to community decks:
Unexpected Visitors Into the Jungle - added new cards:
Umbabwe Amii Sentinel Energy Core Skydancer - updated changed cards:
Amii Monument Dying Breed Fire Force (Formerly Girl Power) Grove Spirit Lost Dancer Lost Manabeast -
Hrdina_Imperia liked a post in a topic by Cocofang in Recolor some cards to make them fit
Ironclad looks absolutely dope on the artwork but in-game it has a bunch of muted, muddy and ugly colors.
Unfortunately, with limited capacity for artworks, it's a bit tricky to squeeze that inbetween some other priorities. But Ironclad specifically has been my pet peeve for a long time.
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Delendar liked a post in a topic by Cocofang in One mixed orb Lost Souls/Stonekin/Bandit/Amii
Another hypothetical option would also be to create cards that are in spirit, for example, Twilight but one version is a T1 Fire card with Nature affinity while the other is a T1 Nature card with a Fire Affinity. That duo is then officially called a "Twilight" card but effectively you can pick between a Fire or Nature variant.
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Metagross31 liked a post in a topic by Cocofang in Recolor some cards to make them fit
Ironclad looks absolutely dope on the artwork but in-game it has a bunch of muted, muddy and ugly colors.
Unfortunately, with limited capacity for artworks, it's a bit tricky to squeeze that inbetween some other priorities. But Ironclad specifically has been my pet peeve for a long time.
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Metagross31 liked a post in a topic by Cocofang in Community Update - September
The new cards are continuously being tuned as we speak. So we'll see what kind of numbers they eventually hit live with. If, after release and everyone gets their hands on them, they turn out to perform in undesired ways they will receive a balance pass of course. Hopefully they'll be interesting in all sorts of compositions.