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Mynoduesp

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Everything posted by Mynoduesp

  1. Fire Sphere got a new ID to prevent interference in PvE maps (original devs put card IDs in there... Yeah I know, pretty stupid). I'm looking for the info the devs gave, it might have happend just on the discord, which wouldn't be nice. @dreaddy found it And then on the wiki: Not sure about the ID gap thougt. That question can maybe be answeted by a dev
  2. Error message: WillHcX#6352 (original reporter): We were destroying fire camps to let rogan kayle go to Jorne / Brannoc. It crashed after viridya said : "Now you shall pay" before she dies and then it crashed if i remember well We did not block Rogan on his way
  3. Upgrade 2: Ground Blast icon wrong; Instead of "Autocast" it should be "Active" solved in #400031
  4. So what is your suggestion? 1. An automatic macro which activates the SoW for you? My thought on this: No. Battleforge is a RTS and not a simulation. You want an effect? Activate it manually. 2. A permanent effect of SoW, then you're talking about a balance change. My thoughts on this: There are only few permanent active global buffs and making SoW (a very powerfull global effect) permanent is bold. There would be concequences for the activation cost, power & orb requirement and innitial cooldown. At that point it would basically be a new card, which is fine to propose.
  5. It would probably be more "balanced" if you werent able to revert your choice (unlike amii monument and your current concept). By the way, the legendary ruleset was changed, Every team can spawn their own legendary copy of one specific card (before it was one per map).
  6. I feel like ppl are missing that this card concept already comes with a 100 energy bound power penalty compared to 150 for t2. I guess "Slowed construction" would be necessary (like amii monument) for it to be less of a surprise play, but otherwise 100 bound power + 25 activation cost is nothing to sneez at.
  7. The Incredible Mo - The Insidious Mo Mindcontrolled units do not lose the debuff applied. Mindonctrolled units are not "hostile". In PvP the global buff apears for the enemy player but with no effect. Not sure if global effects are always displayed for all teams in PvP, either way the description is misleading or wrong, depending on how you interpret the buff.
  8. I'm not really interested in the replay function, but the data gathering - especially PvP. If someone does this browser-based, please track map and deckcolour depending data. Else we don't have real data to work with for any numbers adjustment for balancing. We pretty much rely on player knowledge. Thx for the tool ^^
  9. Question of bound power, activation cost, construction time, actication time, HP. Nothing that couldn't be balanced for PvP.
  10. Concept is good, implementation probably currently not possible. The same concept exist as a T4 card. Basically another cheap Amii Monument which allows you to have access to 5 different orbs. That one is feasible, pretty sure yours is unfortunately not. (If this concept of a card would allow you to lose a monument and still add an orb is a qzestion for another time).
  11. Battleship - Full speed ahead Change to "Full Speed Ahead" Root Nexus - Accelerated Construction Missing ability @Fudge#6396
  12. Additional Infos & documentation if hidden mechanics can be found in there. As example: Reach (Class/Hidden Value): Units with this class have increased melee attack range.
  13. Fire Stalker - <PLACEHOLDER> Attacktime: In siege mode the attacktime is 4s, but described as 5s. Counter Damage: The more damage multiplier against L sized units is not applied while in siege mode.
  14. Just a couple of questions... Does this apply to just one or both affinities? What is "nearly 0 damage"? Did the damage split up between multiple squads (splash damage)? Where did you encounter this 'bug'? What was the scenario? Were you surrounded by squads or was there just one?
  15. Warlock - Blaze Bolt Autocast icon of Blaze Bolt in ability description has a faulty FireAffinity background.
  16. Breeding Grounds - Magic Link: German Description wrong
  17. The transform immunity during Curse of Oink - Oink! effect doesn't prevent transformations by Twilight Curse - Shapeshifter and/or Incubator - Morphing. All three cards use the word "transform". See pictures below for Twilight Curse.
  18. To whom it may concern ( @Dallarian @Volin ) I've made a short tutorial on how to disable the autojoin chat function. If you don't want to autojoin any specific chat follow the easy instructions and be free from typing "/leave XY" in chat every time you startup Battlefoge. Regards, Myno
  19. Due to popular request, here's a short tutorial on how to disable the autojoin chat funciton in Battlefoge: If you follow the steps you'll be able to disable or enable the autojoin function for every chat individually and don't have to type "/leave XY" every time you start up Battlefoge. 1. Open your Battlefoge folder and search for the file config.json 2. Open the config.json file with an editor 3. Add or edit the highlighted part below. To disable the autojoin funciton (does not join chat on startup) replace true with false on the corresponding line. To enable the autojoin function (automaticly joins chat on startup) replace false with true on the corresponding line. "chat": { "autojoinbeginner": true, "autojoinlfg": true, "autojoinstrategy": true, "autojointrade": true, "fontsize": 0 }, 4. Save config.json 5. Start-up Battleforge and enjoy your new settings If you have difficulties reply to this thread or directly msg me on the forum. Additional information: Check out other chat functions ingame by clicking on the speakbouble in the bottom left corner of the chat window.
  20. You can see the ranged symbol in the bottom left corner. Kind of prooves the intentional design.
  21. Just for clarification, this only occures when you attack a target with multiple units of the same ID selected and not when you attack with them individually?
  22. @LEBOVIN I like to bring you joy. On how many 'Deathwish' stacks are you currently? @Darcurse Regarding the bugreport: it's a known 'bug'. Unfortunatly there are some technical limitations to allow devs from fixing this (at least that's the last info I've came across).
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