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Xamos

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Posts posted by Xamos

  1. On 9/23/2024 at 6:35 AM, Kubik said:
    On 9/23/2024 at 2:15 AM, Xamos said:

    What about a different option for monument choosing: block the hybrid card from being playable until the first orb has its color. Would that be possible?

    Then you are back to 4 color options. And that is the case already, exactly same reason, why you can not play neutral cards.

    Very late reply, but I´d like to explore this thought further:

    In my opinion this does indeed expand the playable cards, but maybe too much even. Because a hybrid twilight card could then be played after you get f.e. a fire orb alongside your standard t1 fire cards, but also alongside nature cards when you play a nature one first.

    I still think this would be cool, because it gives much more options. And maybe the hybrid cards could be balanced to be strong around their own faction cards so after choosing a faction you are more forced to actually play that faction cards.

  2. Amazing stuff, this looks very promising and makes me want to play all day (but I can´t because of job & wife & kids) 😄

     

    Unfortunately the Launcher/Updater crashes since the Update (system.Net.Http.HttpRequestException -> AuthenticationException -> certificate invalid)
    Edit: it´s still my internet provider who is blocking this, I can actually play with the use of my phone´s hotspot ^^

  3. I also prefer the hard work going towards new Amii (and fire frost?) cards , but I'd also love to see some low-dev-efford hybrid T1 cards. Why? From T2 onwards we have 9 possible colour-combinations to choose from, but T1 only has 4 why forces us to use the same things over and over again. 

    Also this:

    On 9/11/2024 at 4:34 AM, Delendar said:

    Enhanced Faction Identity

     

    Firstly the orb problem has to be tackled tho.

    On 9/14/2024 at 6:40 AM, Kubik said:

    Not possible for same reason as above, we do not control the selection logic

    What about a different option for monument choosing: block the hybrid card from being playable until the first orb has its color. Would that be possible?

    It would mean to at least include any card of the 4 original colours to play first, but that's not that big of a deal.

    Or Cocofang's idea indeed

    On 9/14/2024 at 5:01 PM, Cocofang said:

    one version is a T1 Fire card with Nature affinity while the other is a T1 Nature card with a Fire Affinity

    Which is probably easier to balance because it only has to be balanced in one of the 2 factions. But this means new cards and not reusing old ones.

    But did you mean that this units would then be literally f.e. twilight or just be nature but have some synergy with twilight?

     

    Delendar brought up some very good points how this could drastically change/improve the game which I'm all on board for:

    On 9/11/2024 at 4:34 AM, Delendar said:

    Increased Strategic Diversity

    If f.e. Banditos would be T1 they should only benefit from other bandit units nearby, making them semi-bad if combined with solo-colours but good when a transition to T2 is planned. In rPvE you could start with an army of these and when going T2 they get even better for every other bandit unit you spawn making them as good as other T2 units again. This way they have a purpose unlike right now.

    I want to build decks including cards that synergize with each other and not simply pick the strongest card for every slot just because the other options are weaker and have no compensation.

    On 9/13/2024 at 6:50 AM, WindHunter said:

    adding a T1 Bandit unit to the game would actually mean. It would need to be balanced in both T1 Fire and T1 Shadow, simultaneously,

    Why tho? Why not make it kinda weak for both colours but strong if paired with other bandit cards only? 

    Yeah that would ultimately need 2-3 cards for each faction but you could start small and switch like only Banditos to T1 who would be viable in PvE or switch another one to pair with them.

  4. On 7/6/2024 at 7:52 PM, UltDragon said:

    OneDrive lock files sometimes, so try adding an exception on OneDrive for "C:\Users\myname\OneDrive\Documents\BattleForge".

     

    Sadly this didn´t help. I also tried to completely disable my onedrive without success.

    I literally cant play the game since the antivirus Problem occured months ago and nothing helps, it´s kinda frustrating 😞

    Does anyone have another idea? I literally tried to reinstall the game 3 times by now -  redownloading all the files every time - without success.

    Still when I open the launcher it terminates itself just seconds after, before any update-numbers occur.

     

     

    On 8/15/2024 at 5:32 PM, Majora said:

    Update:

    Our efforts to formally sign the DLL files and update our automation tools appears to have resolved several of these problems. Additionally, we have been collaborating with antivirus companies to whitelist the flagged files, and the initial results are promising.

    We are continuing to monitor the situation closely, and we would appreciate your feedback if you are still experiencing any issues. 
    You can whitelisting the folder to play while we search for a permanent solution. Instructions can be found above. 

    You did post this after I tried to reinstall the game, did the download files change with this? Should I try again?

    Ah by directly opening the Patcher.exe I do now get an error-log-file:
    _log_proxy_latest.log

  5. My Windows-Defender also mentioned proxy-internal.dll as dangerous (trojan) and I thus tried to allow the entire Game folder and added it as exclusion. Unfortunately this still doesnt work for me, when I start the Launcher (I was on v0.13) only the loading-symbol shows up and the the launcher terminates.

    I tried to reinstall the game with the old files I have already downloaded into the excluded Order but the same thing happenes, Starting the launcher does just open it shortly and the closes it again.

  6. On 7/1/2023 at 4:43 PM, itap said:

    (Expert ++) maybe coming to in a future update?

    That´s what I thought as well xD
    This one should then have another different Layout, where 2 players start next to each other and have to have decks that complement each other to deal with the differet kinds of enemies - that would be cool

    Hrdina_Imperia likes this
  7. Amazing work guys! Love all the changes, my favorite QoL addition is the Pause function 😄

    The balance changes are really good too (and in contrast to some others posting here I really like the change to Shrine of War and Breeding Grounds) 

    It's really epic that you also listen to the community and even add another feature I suggested - to nox Carrier "push the cart" 😄

    And the QoL to frost mage is very nice too. And the tower changes. And you even managed to actually implement the new reassemble ability to Abyssal Warder? You guys would really deserve to actually get payed for all this work 😄

    WindHunter likes this
  8. Hi, unfortunately I wasn´t able to find the latest Community Map alongside the other community maps. I went back and forth and searched within all 3 difficulties when suddenly also the game crashed (froze and I had to shut down my pc to recover).  I think I´ll reinstall the game, as that most of the time did the trick..

    That´s what was written in the Error-Log:

    12:10:12.689 INFO 13148 from_server::pregame::PreGameMessage_GetUserGeneratedMapsAvailableForDownloadRMR:28 received msg: 0x7:28 GetUserGeneratedMapsAvailableForDownloadRMR
    12:10:13.725 INFO 8004 proxy::logging:139 src="UI (Lua)" message="[00:00:44] [pg_game_selection_pve_user_generated_controller.lub:97] Switching from Create to Normal"
    12:10:13.725 INFO 8004 proxy::logging:139 src="UI (Lua)" message="[00:00:44] [pg_game_selection_base_controller.lub:392] GameSelectionControllerBase...CheckCreateBtnState..."
    12:10:13.725 INFO 8004 proxy::logging:139 src="UI (Lua)" message="[00:00:44] [pg_game_selection_base_controller.lub:408] ...no match maker concrete, enable."
    12:10:13.725 INFO 8004 proxy::logging:139 src="UI (Lua)" message="[00:00:44] [pg_game_selection_base_controller.lub:431] GameSelectionControllerBase... CheckForCorrectJoinBtnState..."
    12:10:13.725 INFO 8004 proxy::logging:139 src="UI (Lua)" message="[00:00:44] [pg_game_selection_pve_user_generated_controller.lub:139] PvEUserGeneratedGameSelectionController...CheckNextBtnState..."
    12:10:15.132 INFO 8004 proxy::logging:139 src="UI (Lua)" message="[00:00:45] [pg_game_selection_pve_user_generated_controller.lub:97] Switching from Normal to Create"
    12:10:15.132 ERROR 8004 proxy::patches::debug::lua:223 no overload of  'UIScrollView:SetCurSel' matched the arguments (UIScrollView, nil)
    candidates are:
    UIScrollView:SetCurSel(number)

    12:10:15.133 INFO 8004 proxy::logging::bf_exceptions:38 Exception: .?AVerror@luabind@@: lua runtime error
    12:10:42.664 DEBUG 13148 sr_packet::from_game::extensions::ExtensionCommands_KeepAliveAction:55 sending msg: 0x1:7 KeepAliveAction

    _log_proxy_0.log

    _log_proxy_latest.log

  9. Oh wow these times again, well played guys ! Was great fun, thanks for hosting Kapo 🙂


    And I wasn´t that bad apparently, top 10 out of the 68 MagmaHurler-runs and Top15 in total. I tried both once because at first my little Ashbones were sad that I didn´t take them in the first place, tho I can´t help and like Magma Hurlers better 😄 That´s why I send my Hurler entry even tho I kinda knew after I tried both once that Ashbones are faster and if I would have done a second run with Ashbones I might have had an even better time than 9.40, because my first Ashbone run was already 10.17 and there I didn´t tryhard ^^ while my first casual run with hurlers was like 10.52. But I wanted Hurlers to win so I did a second and third try there.

    Kapo likes this
  10. 4 minutes ago, Majora said:

    if people like seeing this kind of behind the scenes stuff, or prefer we just stick to our actual-upcoming-features announcements. 

    Yeah I like it, because I like to express my opinions on such things as well 😄 But I´m not sure if you guys like to read all opinions on such things, bec they can be quite ngative like mine 😄 I literally have plenty ideas I´d like to see implemented ingame but its always a bit of a letdown if others don´t like these ideas at all, although I can totally understand that everyone has different opinions and mine wont be liked by everyone for sure, thats just life ^^ 

    Majora likes this
  11. On 2/28/2023 at 8:38 PM, Metagross31 said:

    It uses Jorne as ground presence, as he has the highest Health Pool other than Spore Launcher and Moloch (effective HP). The idea is to place 2 purple Kobold inc.s and then use it to spam WBG in front of the camps, using Offering to regain charges.

    Sounds also Fun yeah, would like to see you deck 😉

  12. Amazing infos as always, you guys never disappoint 😉

    imo the wormlings should be 4-unit-squad that cant mount on walls (m-sized could also work), because it would look weird to put Wormlings on Walls either way, even if their tail wouldn´t stick out. Like, how are they supposed to bury through the wall without breaking it? And how do they manage to climb up there otherwise? Even when Small worms are on the walls they´d have to lay their tail somewhere, that would need a complete reskin of the model 

  13. On 2/17/2023 at 1:43 PM, Xamos said:

    Orcs Going Ham: (PvE allrounder)
    - play all Orc cards and let them group up.
    - use Twilight-Minions

    btw. what is weird here is that Twilight Minions count as Orcs - so the group-up ability of Thugs and Strikers gets activated if the minions are around, but they don´t group up with them 😄
    Would be cool if that would work

  14. Hi, here are some fun decks based around a certain card-synergy:

    Bandits Indestructable irrepressible: (PvE allrounder, with an properly adjusted name)
    (hoping this one doesn´t gets copyright-striked by Kapo lol)
    Synergys:
    - Commandos+RiotersRetreat. Super-fun T2. +Bandit-Lancer on T3
    - Waystation+Oracle-Mask. Quickly deploy stations to make your Units indestructable when activating the Mask´s ability.
    - T4 Buffing Up your Banzai-Lords with unity OR Bloodhealing (as I read somewhere they don´t work properly together) and use birds to be indestructable.

    MEUaFCNGahUhKlUUZFZgYcYmUqUkYMUHaPaGNxU2S
    grafik.thumb.png.7aeef257f00c51fa53145caf09c3f0f2.png

    Orcs Going Ham: (PvE allrounder)
    - play all Orc cards and let them group up.
    - use Twilight-Minions to buff up your small units b 65% more atk - use on slayers at T3
    - at T4 you use Wintertide to make you TwilightSlayers immune to knockback and give dmg reduction.
    - Play Construct because this card goes ham by itself
    M4F-DaFiFFTUWkWRXTZSaJTOTMUYUhEKTGNyYJQrLgrafik.thumb.png.5aee9a458c4bdf47cb21b10789f76dba.png
     

    RockSolid: (PvE, for Dwarfen Riddle f.e. but consider using GiantWyrm on T4 if you want this deck for that map xd)
    - def deck to try out Earthkeeper
    - build T2 Army for fun and use Earthkeepers ability on the go (on Rogan f.e. so he stays save)
    - use Razorleaf as defender and activate Earthkeepers ability on him while he stays in the back besides healing Well, Razorshards and Crystal Fiend so they stay alive
    MiIFYWKZFvYnF8TpSiYmYvUtIsPGQHQ5VjGsSzMBN
    grafik.thumb.png.479333eff1e987f7ebd79261ed46de66.png

    WeWillStillStand:
    - different Version of aboves deck
    MZFsPzMiIFYWKuLrIvYUMcVmYiYnFpSGQHQ5V8EELgrafik.thumb.png.0e1a0b85f52a067a8df95f9c162d7bf8.png

    RootingPower: (rPvE root-deck, slow and fun)
    - use a lot of treespirits, keep them, use Razorleaf on T3 and use them to clear the map while moving the connection forward with Sylvan Gates
    - play incredible Mo´s third ability to insta-root dazed units
    MZFULzMSPsXuLcM-KDXFYgGvVYTGQoR_W5VvMqYWa
    grafik.thumb.png.808b57d7731d2837e1a4eb6667d633b6.png

    FireRoot_rPvE: (rPvE fire-root deck, bit on the weak side but fun nevertheless)
    - use treefiends because they disable enemies
    - use fire spells to get rid off anything annoying (earthquaker for buildings, cluster for minions)
    MFYvVZFuLXUYTcM-KPSGQoYRXSPDX5VZYsXGNzMWL
    grafik.thumb.png.6bdf25f6e819d501a9d5e1ec23d2188b.png

    This Eliminates: (PvE allrounder)
    - using Eliminatoooor. Buffs (almost) everything. also damages stuff, so use viridya to keep units alive
    - using Fire Crystal because it is somewhat viable and bec its fun to enrage (almost) all your units ^^
    McZSUvERSTP7YFW7TIXKKyIWYjLrYXX7HRVhXzIqO
    grafik.thumb.png.a73b97e2268697b992c4ed03a8b66f29.png

    ShatterTheRainbow: (PvE allrounder)
    - (try to) use Warlock (blue) in PvE, keep the until T3 because Red-Aff Rageflame doesn´t reduce dmg take on frozen units (Blue would be redundant with Warlock)
    - (try to) use Girl-Power as long as the card still exists and doesn´t get gendered, make Sure you use it on moon once a game for fun and on Bloodhorn. Also Gladiatrix is in the deck to have more targets for the spell
    - On T4 use Tempest, because nobody else does (and bec he shatters ice) but be careful, his freeze on spawn has a very small radius
    MEUaFCN6M8XiR8W_KRZEYYF6TqSUUKZYURUsSRIzM
    grafik.thumb.png.5ff6196d0dd1b9184d1bf7c985fc13a3.png

    ShadesOfFlame:
    - double Eliminator, because he buffs Shades. GG
    MgEvFsFvYiSYFdZcZ7TDW8MrYLZYGHYGWXXxIhXBa
    grafik.thumb.png.b5c75b669b29cff6aa965545551d8a73.png

     

    KoboldsFireTricks:
    - Fire Frost fun. Use Skyelf-Sage on Infernal Machine & build Northstar next to it to let buildings burn hard.
    - not the best orb solution yet (Fire-Frost-Frost-Fire) -> Infernal on T4, I just put all the cards in I thought would work funny together (probably needs void-return)
    MEUCNlOfI8WhKiS_K8KcTyFdGPIIUMSkYJQCG2VGN
    grafik.thumb.png.7210870b68b3926f7d6419e758943435.png

    StoneRage:
    - Play Rageflame the way he was meant to be: Enraged! To do so, use fire crystal (and then more fire-aff cards to actually make use of the crystal)
    MzTvFgEVMTMvY7YUTlYjYvUsP_TdYUUYUDNOLhX9M
    grafik.thumb.png.67051863cb648fef3762c3edcfa1a47f.png

     

     

    Twilight Instand Noodles:
    MEUCNeIQaSYOXAZGMRXpLHNOTZYKTmXPTZXIPyWkY

    Stones Shatter:
    MtFvFgETM6MVMvYLSmYzU0UOMgRqSfSqLAUTUsStL

    Stonekin Structures:
    MgEvFvYNMmY-T4UyF5SHN6T9X9TPIOIbT6SEMIPyW

    FrostRage:
    M7YzTgEvF6MVMTMvYUTfRlFoL_T_UqLDNqKpWqOEa

    despell and dougfir like this
  15. This Post would fit better under the "cards" section I think.

    So your idea is to basically copy Stikers but make them stronger and stonekin T4? I´d prefer some uniqueness here. Maybe make a Squad of 4x medium Strikers (recolored to stonekin). And they would always need steadfast to compete in T4 yes. 

  16. 1 hour ago, Hrdina_Imperia said:

    Some interesting thoughts. Cannot say I agree with everything, but the orb changes (especially) for healing spells could be nice to see, as it would promote some more interesting and original decks. Also, other spells with healing capabilities would get more spotlight. At the same time, I can see this being reeaaaally unpopular. 

    As for the rarities, I generally agree that at least some seem off-place. Ice Fang Raptor, Forest's Vim, etc are on my mind the msot. Though, I think it might be a bit controversial if the rarities of original cards were to be changed. Personally, I would support some changes in this regard, since some cards are currently, at least for me, just instant sell/reforge fodder. 

    All in all, the most interesting discussion could be, if the healing spells, as the core faction utility, should be more restricted Orb wise. As well as some of the T3/T4 faction cards. 

    Thx for the feedback. Would be interesting to know how the majority of the community would think about the change of healing-spells to be more orb-restricted.
    But yeah, I can also see this being unpopular and can imagine people saying "if you don´t want to use one green orb for heal simply don´t and get creative. Well I already do so, maybe that change wouldn´t be welcomed by many.

    Icefang Raptor is an interesting one, because this already got changed by the Skylords a few times. It didn´t have stampede before, nor the speed when ice-shielded. But I can´t help but still feel like the unit is nieche and weak. The stampede also feels weird to me, because the card´s model brothers Fire Stalker and Razorshard don´t have stampede, even tho they are fast all the time.
    Like I said, some "freeze-on-hit" sounds super fun for me and would fit it´s name.

     

    For Forest´s Vim there has been a nice idea on discord by Kapo a long while ago, that would completely change the card to a buff. The idea was to use it on a rooted unit, that then gets the support of all other friendly rooted units on the map and thus can be used aggresively f.e. in rPvE. Sounded super fun. I can imagine that this would even be technically possible because you could just add the ability of the new sylcan gate on a specific unit for the duration of the effect, but increase the range even further to like 400m to cover the map.

     

    On what things do you disagree in particular? 

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