-
Posts
20 -
Joined
-
Last visited
Everything posted by Makaveli II
-
Totally understand it's not a top priority—appreciate the response! Just wanted to highlight that for those of us on higher-res displays, it does have a noticeable impact on comfort and accessibility, especially during longer sessions. Even something as simple as a card size slider or preset UI scale options would go a long way. Thanks again! 😊
-
I actually created an AutoHotkey script some time ago to solve this issue, and in my opinion, it's the simplest and most effective solution. You just run the script, launch the game, and as soon as the game is detected, the script automatically repositions the game window and then closes itself — no extra steps needed. The coordinates are preset for 1440p resolution, so if you're using a different resolution, you’ll just need to adjust the targetX and targetY values inside the script. It’s a quick tweak, and then you’re good to go. For added convenience, you can also create a .bat file to launch both the script and the game with a single click. Here is the script. 1.Repostioning.ahk
-
Hello Skylords Team and Community, I’d like to bring attention to an issue regarding the Shadow card "Soulshatter", which I believe deserves some reconsideration in terms of its design in multiplayer settings. As it currently stands, Soulshatter affects all units within its area — both enemies and allies. While this might make sense thematically or mechanically in certain solo or PvE cases, it also creates a serious issue in rPvE and PvP, where it can be misused to grief or troll teammates by intentionally damaging or destroying friendly units. This opens the door for toxic behavior and negatively affects the cooperative spirit the game is built upon. Newer players may not even understand why their units are suddenly dying, and it creates unnecessary frustration and conflict in matches. While I understand that many Shadow cards are intentionally designed with a double-edged effect, hitting both friend and foe to reflect the faction’s high-risk, high-reward playstyle, Soulshatter stands out as the card most commonly abused by trolls. It’s unfortunately become a go-to tool for griefing, allowing players to intentionally sabotage their own team by wiping out friendly units — often without any warning or strategic reason. similar to how Portal Nexus used to be misused back in the day before it was reworked Suggested Solution: Rework Soulshatter to affect both enemy and own units, making it not affect allied (teammate) units. This preserves the strategic self-sacrifice element for the caster while eliminating the potential for griefing teammates. I believe a change like this would not only improve the quality of multiplayer gameplay but also help reduce griefing and make the card more enjoyable and fair to use. I’d love to hear the community’s thoughts on this. Thanks to the devs for keeping this amazing game alive and improving with every patch!
-
Hey Skylords team! 👋 First of all—huge thanks for keeping this amazing game alive and evolving. I’ve been having a great time with it! I’m currently playing on a 2560x1440 resolution, and the cards displayed in the deck are really small. I’d love to request a UI scaling option or at least an option to enlarge the cards, especially for players on high-resolution monitors (1440p, 4K, ultrawide, etc.). I know there are workarounds like DPI scaling or overlays, but native support would be so much better—and help with accessibility and comfort during longer play sessions. Thanks again for all your work. Looking forward to seeing what’s next in Skylords Reborn!
-
At least I'm glad to know there will be a fix for it, even if it takes a while. 😄
-
Okay after alot of testing here is what I have found. Primeval hit against units on the first target is not alway registered as the first hit. but as the second. that is why he is doing 330. but it is not happening on every single hit! so basically his attack on a single target unit is fluctuating between 660 and 330
-
Primeval Watcher damage output against units is actually half what it supposed to be. it should be 660 against the first target, but he is doing 330!
-
I'm thinking about making a mod/script to the game that will cycle between own buildings and automatically activate their abilities, like SoW and healing gardens. but before I do that I want to know if it's legal at all?
-
I just finished a game where someone used speedhack program like cheat engine, at the last 4 camps, he froze all 3 of us and finished the remaining camps alone, what made me 100% sure about him messing with the game with a program like cheat engine speedhack is this. suddenly all 3 of us had very very heavy lag, the game almost stopped completely, I thought it was a crash or something but after a while the units looked like they were moving like one inch every 10 seconds we stayed like this for more than 2 minutes, and suddenly the game speed were like a flying machine, like when you watch the replay on x32. after the game went to normal again everyone said "lag lag" but then he said "not for me" so I watched the replay after we finished and funny enough, he was the only one of us who moved his units around and gave them orders, the rest of us couldn't even write a single latter in the chat at that moment, even more proof the replay itself shows how the game froze and we couldn't move, but what's weird is in the replay we were froze for like 1 minute, but in reality were were froze for much longer than that.
-
Lost Spirit Ship vs Bloodhorn (Who can clear camps faster ) Test.
Makaveli II replied to Makaveli II's topic in General Talk
There is Lost Evocation red affinity, it gives 50% damage buff to all LS units. but it requires 1 extra orb which for me isn't a problem, the problem is it's a spell not arcane, so I need to have a ground unit or a friendly ground unit nearby to use it. but once used it's really really nice, the revenant last for 25 seconds and the buff last for extra 20 seconds on the unit after the revenant leave. that is 45 seconds, and if I use revenant blessing to stop the revenant timer, I can have it for really long time -
Lost Spirit Ship vs Bloodhorn (Who can clear camps faster ) Test.
Makaveli II replied to Makaveli II's topic in General Talk
this is very enlightening. ty for your opinion usually the way I play LSS is I go shadow, shadow, frost shadow. I spawn 4 LSS, then I destroy them after the use of second chance. then cultist with furnace ofc if there is no SoW, then I spawn the rest. in a normal game I would have 12 LSS before there is 10:00 minutes left. I orb switch my amii to nature, the use of it saves me 122 power overall compared to taking the t4 normal orb and switch it later. afterward I never get short on power, even if there is no SoW I always end the game between 1-2k in my powerpool even without losing a single ship. but ofc i only use Arcanes like stone shell and regrowth motivation isn't really worth it for me as it only effects units with same affinity plus the fact that I have no ground units to respawn. and i don't like to run over the maps with 10 ships only ^^. however since i have alot of power, i sometimes build the fifth orb as frost, and i use Lost evocation red to get 50% damage buff when there is another player with a ground unit close to me, and i try to keep it alive as much as i can with the help of Rev Blessing, sometimes i can manage to take it with me for a long time. but its hard and need attention all the time -
Lost Spirit Ship vs Bloodhorn (Who can clear camps faster ) Test.
Makaveli II replied to Makaveli II's topic in General Talk
Thank you for sharing your opinion as you said a lot of things can have an impact on how fast someone can clear a camp, like what map, what boss, how many orbs, orbs combination, what spells, cards. void, power pool, if we are to count all of those things, I don't think anyone can prove to anyone anything, because the possibilities are almost unlimited, and that is why this game is so enjoyable I totally agree with you about the problem of spirit ships against tanky bosses and single target. but the same can also be said about bloodhorn when dealing with a boss like nyxia, or when negators blocking the use of spells. therefor the idea is more about how fast can 12 spirit ships finish a camp in general compared to a typical bloodhorn tactic deck with spells like frenetic, infect, buffs... I think we can safely say how fast can 12 spirit ships kill units compared to bloodhorn tactic in general if my teammate agree with this statement because there is only 1 boss in a camp but dozen of units and buildings. now about what my teammate were allowed to do. the answer is everything he wanted really. I think he played just like he normally would in a level 9 rpve. no limits or rules to what he wanted to do or how many bloodhorns. -
Hey guys. Earlier today I had a discussion with my teammate about who can clear camps faster. 12 spirit ships or bloodhorn with spells. at the end we decided to test it out in random pve. However after we finished the test we still couldn't agree about who is the fastest. 12 LSS or bloodhorn with spells, because in his side he had to fight 2 big bosses, and in my side I had to travel a lot because my camps were not in one straight line like his. that's why we decided to only focus on the first 2 camps each of us had to clear and ignore the rest, as both two camps we each had to clear were very very similar to each other and with the same distance. so we decided to count from the second we get the agro and start to fight until the camps are clear. but he still didn't agree because in his opinion he had to deal with 2 Twillight negators in his second camp which blocked his spells and delayed him, where in my opinion I don't think this matter at all, in fact i think this is another reason why I think that 12 LSS are faster to clear camps than bloodhorn with spells. At the end we decided to share the videos here with you guys and hear your opinions about who is the faster unit to clear camps. and remember please, this is not about the fastest tactic to clear the whole map because we both agree that until the moment someone would have 12 LSS, bloodhorn would already have cleared half the map :). this is about who can clear camps faster from the moment the fight start until the camp is all clear. here are both videos. enjoy
-
I guarantee you this is a bug that is not intended. simply because this problem is very old, and I remember very clearly that EA did fix it somewhere in 2010 after the release of lost souls. afterward the problem kept showing up again and again with each patch, and EA did fix it over and over again. and I'm sure there are other players who can remember this. also if you disenchant a unit who is buffed by lets say forest elder (Flower Power). after the disenchant effect wears off the buff from forest elder or any other unit for that matter will reapply again. for some of these buffs you will have to go out of the unit rang and in again for it to reapply (which is also something that need to be fixed) but still it reapply. the same should be for buffs from buildings like wheels and Mo. these buffs are meant to be effective until the building is destroyed. disenchant is meant to remove the buff from the unit for a time duration and not permanently. this is why it is a T2 spell that require 1 fire orb only, cost 80 power, last for 15 seconds and is reusable every 20 seconds. the problem here isn't really disenchant, but the buildings themselves. they should act like other units and reapply the buff once disenchant effect wears off.
-
When own unit have the benevolent mo buff, if being debuffed by abilities like Disenchant, then after the effect wear off the benevolent mo buff won't ever apply again on that unit. and this is creating a huge problem for rang units in places like random pve lost souls or even twillight. this need to be fixed. i have taken few screen shots. Wheel of Gifts have the exact same problem as well.
-
same problem here