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Xamos

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  1. Xamos liked a post in a topic by Kapo in Beginners Guide for Disinterest in Skylords Economy   
    Beginners Guide for Disinterest in Skylords Economy
    Or: How to not get screwed over by your own mistakes, the market, or other players
     
    Skylords Reborn – a wonderful piece of RTS gaming – but also a Trading Card Game with market mechanics. Some enjoy the economic aspects a lot – but maybe you don't. This guide is as short as possible and gives you simple tips of what you should do and what to avoid.
    If you just want to play the game, make progress and have fun, this guide is for you.
     
    Check prices: When buying or selling something over a certain limit – lets say 100 or 200 BFP – check the median price first. You don't need to memorize anything, use www.smj.cards (courtesy of [GM] Maze). Sometimes cheap cards are on temporary low supply and sold for outrageous prices. You only know what's going on if you check the price beyond the lowest market buyout.
      Sell Boosters: One way to ensure progress is to stay away from the gambling machine. You might end up losing several BFP, or you might win big – but that's especially a bigger risk for someone who is just starting out. For a casual player, staying even also has a downside: selling cards takes time too, and that's time not spent playing the game itself.
      Plan ahead: As a beginner, select one or two factions/decks you want to put your resources into and stick to them. Don't pump all your resources into fire cards and lose interest the next day. Cycling through your resources usually means losing some amount of BFP.
      High value - buy on chat, sell on market: On very expensive cards (>500 or 1000 BFP), take some time and buy them on the chat. Bartering can save you a lot – demand a healthy discount, otherwise you could buy from the market anyway. Selling expensive cards goes the other way around, just put them up on the market.
      Reforge right: The Reforge can be a powerful tool, but don't put random cards into it. To keep it simple and if you don't want to learn the exact mechanics, just put 4 of the exact same cards in, and you will be fine. Just be sure to never trash something of value.
      Be patient: This is the hardest part – many already mentioned points revolve around the ability to wait if the situation isn't right. You don't have to wait to sell a card for months – just don't sell it while it's at the very bottom. When buying a card you really NEED for a deck to play right now, you can make conscious exceptions for this, but moving fast almost always means losing BFP.  
    Hopefully it helps new players with disinterest in economy a bit. If you have some additional tips for beginners and people who want to participate in the market as little as possible, just suggest them and I will add them here:
     
    Have fun: Even though the advice above is sound, don't force yourself to optimize too much. For example, if you have fun opening Boosters, just do it, especially while you are still exploring what cards exist and what factions you may or may not like.
      Stay Updated: Skylords Reborn is in constant development, there is a regular forum post of changes that also contains a free Booster code. Official streams or videos usually come with codes too.
     
  2. Xamos liked a post in a topic by Jolares in Bloodhorn(p) upgrade2(II) Stampede damage vs buildings too high when buffed with Tainted Enrage   
    Kubik and me worked out a solution that was also applied with
    The damage value now applies correctly and the overflow no longer gets multiplied by Tainted Enrage or Unholy Hero or the likes.
    Damage was off only if overflow happened to buildings. Damage to Units done remains the same pre and post changes. That should only affect Units with the Stampede ability. like Mo, Bloodhorn, Juggernaut.
  3. Xamos liked a post in a topic by Majora in What card do you get the strongest BattleForge vibe from?   
    There are cards that always give me a strong nostalgia trip when I see them (on the wiki, in the booklet, ingame, etc.)
    I'm curious if anyone else has a strong connection to an art, or perhaps a memory of the first BF card they ever saw.
    For me it's Parasite Swarm. It was the card I was most intrigued by when I just got the game. The game came with 3000 bfp back then, and it might even have been my first purchase from those points. Everytime I see it (for example, today in the cardlist), I get a trip down memory lane and a happy battleforge-is-awesome-feeling 😄 

    What about you?
  4. Xamos liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    And merged, so it will go out with next patch for the main server, I guess UI will not be ready by then, so in config.json in section "ui", add "randomize_cards_in_booster" with value true, and be surprised when when it starts working 🙂
  5. Xamos liked a post in a topic by Kubik in Shuffling booster card positions when opening boosters   
    🤔 to me personally it sound stupid to not have them in defined order, but designers seems to like to have it as an option, so here is an preview:



  6. Emmaerzeh liked a post in a topic by Xamos in New Gamemode: Monument Rush (rPvE)   
    Hello Skylords!
    While I´ve heard that there is a defensive rPvE in the making (looking very much forward to that!), I think the more gamemodes there are, the better! So I´d also like to suggest a new different random PvE mode that could be a lot fun.
    My Idea is that the monuments in the map are more randomly spread - unlike the current rPvE where you have to clear only one camp until reaching the next orb.
    So in the map there could be 3 camps until you reach T2, then 4 or 5 camps between T2 and T3, and then 2 bigger camps between T3 and T4. Or even almost all camps before you reach T4 - it should be random, because it´s random PvE! This would encourage more creative deckbuilding a lot i think.
    There should be a minimum amount of like 3 camps between the orb-clusters, so that every orb-stage has a meaning in your deck.
    Now what I´d also like is if each Orb+Well cluster would also have a Wall, directed to another path where no enemie camps are, but where occasionally enemies spawn to attack your orbs. So it would be a mixture between attacking and defending!
    Also it would be nice if all teammates start at the same spot. There could still be multiple paths, but all leading to the same orb-cluster at some point.
    (What could be cool if there are multiple paths is, if there could be some cliffs in between - where enemie archers stand on. You could then choose to take the lower path and try to shoot the archers with your ranged units, or take the upper path and get the archers with your meele units, being then also able to shoot some units from the lower path with your archers)
    Another thing that could be cool is, if the enemy camps could be mostly grouped by same-sized units, different size per camp. This might encourage deckbuilding even further and encourage the player to build a deck with all unit-counter types.
     
    Now I don´t know if any of this would be technical possible, but I think this could be a lot of fun to play. And I think the game needs some more gamemodes to keep the players engaged, as I see many players only playing for a short period of time until leaving again.
     
    Please tell me what you think. Have a nice day!
  7. Metagross31 liked a post in a topic by Xamos in New Gamemode: Monument Rush (rPvE)   
    Hello Skylords!
    While I´ve heard that there is a defensive rPvE in the making (looking very much forward to that!), I think the more gamemodes there are, the better! So I´d also like to suggest a new different random PvE mode that could be a lot fun.
    My Idea is that the monuments in the map are more randomly spread - unlike the current rPvE where you have to clear only one camp until reaching the next orb.
    So in the map there could be 3 camps until you reach T2, then 4 or 5 camps between T2 and T3, and then 2 bigger camps between T3 and T4. Or even almost all camps before you reach T4 - it should be random, because it´s random PvE! This would encourage more creative deckbuilding a lot i think.
    There should be a minimum amount of like 3 camps between the orb-clusters, so that every orb-stage has a meaning in your deck.
    Now what I´d also like is if each Orb+Well cluster would also have a Wall, directed to another path where no enemie camps are, but where occasionally enemies spawn to attack your orbs. So it would be a mixture between attacking and defending!
    Also it would be nice if all teammates start at the same spot. There could still be multiple paths, but all leading to the same orb-cluster at some point.
    (What could be cool if there are multiple paths is, if there could be some cliffs in between - where enemie archers stand on. You could then choose to take the lower path and try to shoot the archers with your ranged units, or take the upper path and get the archers with your meele units, being then also able to shoot some units from the lower path with your archers)
    Another thing that could be cool is, if the enemy camps could be mostly grouped by same-sized units, different size per camp. This might encourage deckbuilding even further and encourage the player to build a deck with all unit-counter types.
     
    Now I don´t know if any of this would be technical possible, but I think this could be a lot of fun to play. And I think the game needs some more gamemodes to keep the players engaged, as I see many players only playing for a short period of time until leaving again.
     
    Please tell me what you think. Have a nice day!
  8. Kapo liked a post in a topic by Xamos in New Gamemode: Monument Rush (rPvE)   
    Hello Skylords!
    While I´ve heard that there is a defensive rPvE in the making (looking very much forward to that!), I think the more gamemodes there are, the better! So I´d also like to suggest a new different random PvE mode that could be a lot fun.
    My Idea is that the monuments in the map are more randomly spread - unlike the current rPvE where you have to clear only one camp until reaching the next orb.
    So in the map there could be 3 camps until you reach T2, then 4 or 5 camps between T2 and T3, and then 2 bigger camps between T3 and T4. Or even almost all camps before you reach T4 - it should be random, because it´s random PvE! This would encourage more creative deckbuilding a lot i think.
    There should be a minimum amount of like 3 camps between the orb-clusters, so that every orb-stage has a meaning in your deck.
    Now what I´d also like is if each Orb+Well cluster would also have a Wall, directed to another path where no enemie camps are, but where occasionally enemies spawn to attack your orbs. So it would be a mixture between attacking and defending!
    Also it would be nice if all teammates start at the same spot. There could still be multiple paths, but all leading to the same orb-cluster at some point.
    (What could be cool if there are multiple paths is, if there could be some cliffs in between - where enemie archers stand on. You could then choose to take the lower path and try to shoot the archers with your ranged units, or take the upper path and get the archers with your meele units, being then also able to shoot some units from the lower path with your archers)
    Another thing that could be cool is, if the enemy camps could be mostly grouped by same-sized units, different size per camp. This might encourage deckbuilding even further and encourage the player to build a deck with all unit-counter types.
     
    Now I don´t know if any of this would be technical possible, but I think this could be a lot of fun to play. And I think the game needs some more gamemodes to keep the players engaged, as I see many players only playing for a short period of time until leaving again.
     
    Please tell me what you think. Have a nice day!
  9. Xamos liked a post in a topic by wibryz in AOE damage overflow bugfix (high impact)   
    There is a longstanding bug in the calculation of AOE (area of effect) damage, affecting spells, unit abilities and unit attacks which have a max damage per target and max overall damage. Examples of affected spells are Eruption or Fire Sphere, abilities like Rifle Cultists' Dark Grenade or AOE attacks of units like Construct, Frost Mage or Deepcoil Worm.
    TL;DR at the bottom!
     
    How the bug works:
    If an AOE damage effect kills a unit, only 50% of the overkill damage is transferred back to the pool of available damage which is to be distributed to other targets.
    Let's take Fire Sphere (u3) as an example. The spell has a maximum single target damage of 6000 and a maximum total damage of 8000. As it stands, the spell will only ever do its full damage if its primary target (closest to the area of effect center) has at least 6000, and its second target has at least 2000 health.
    If you use Fire Sphere on a group of weaker enemies, it's effectiveness will vastly diminish. Let's take for example a group of 8 Sunderers (u3), which have exactly 1000 HP each, for a total of 8000 HP. Fire Sphere will kill 3 of them, and damage a fourth Sunderer for 375 damage, leaving him with 625 HP. Total damage dealt: 3375. It would get even worse for lower health targets.

    Why does it happen? Because of faulty calculation in the damage formula, which returns only 50% of overkill damage to the pool of remaining damage.
    So what's the maths behind it?
    Before: max single target damage = 6000, damage in pool = 8000
    Target 1: health = 1000, damage dealt = 6000, overkill damage = 5000, damage returned to pool = 2500, remaining damage in pool = 4500
    Target 2: health = 1000, damage dealt = 4500, overkill damage = 3500, damage returned to pool = 1750, remaining damage in pool = 1750
    Target 3: health = 1000, damage dealt = 1750, overkill damage = 750, damage returned to pool = 375, remaining damage in pool = 375
    Target 4: health = 1000, damage dealt = 375, health remaining = 625
     
    Is it a bug, or is it a feature?
    That's a non-trivial question. But so far, there is every indication that this is in fact a bug.
    1. There is no indication whatsoever in the spell descriptions, especially the big AOE spells like Fire Sphere, that they massively lose effectiveness against groups of enemies, or that they deal only half damage to further targets.
    2. Against a heterogenous group of enemies, the total damage dealt varies greatly, depending on which target was closest to the spell center, thus in which orders the targets are affected.
    3. Logic dictates, that there is no reason for an explosion to lose effectiveness (as in: deal less overall damage) the more viable targets are affected.
    4. Increasing "maximum single target damage" reduces the overall damage dealt by the spells, if they are used against groups of enemies, to a point where Lava Field sometimes deals more overall damage than Fire Sphere. How does that make sense?
     
    What's the proposed bugfix/change?
    To enable full overkill damage overflow. As in, if the single target damage is 6000, and the target has only 1000 health, let 5000 damage return to the remaining damage pool.
     
    Using the example above again, that's 8 dead Sunderers for a total of 8000 damage and a happy, fulfilled Fire Sphere.

     
    Can it be implemented easily?
    We've been hard at work and testing with Kubik (who's effort and insight are massively appreciated!), and the relevant code already exists, ready to be implemented. It also is easily adjustable, should it turn out that another value, like a 75%, or 80% damage carryover on overkillis the sweet spot.
     
    What will change if the bugfix is implemented?
    Every AOE spell, ability and attack, which has a listed damage per target and maximum damage will be affected by this change. However, the degree to which it will have an impact, varies greatly from one case to another. For most cards, especially with low damage numbers, the increase will be negligible (not JUST because these are low numbers, but primarily because those spells/attacks have a low chance to kill a target with any given shot).
    Generally, the bugfix is a direct buff to many cards and abilities. However, damage is only actually increased if 1. at least one of the targets is killed, 2. there are more viable targets in range than (total_damage / max_singletarget_damage) rounded up. Also, to be clear, damage is NEVER going to be increased for the primary target
    Spells which are affected the most, are spells which have high enough numbers, that they are expected to reliably kill some, or most of their targets. The greater the single target maximum damage of the AOE damage source, and the greater single target maximum damage in relation to total maximum damage, the more any given spell/attack/ability is affected. Also, spells/attacks/abilities which have a larger AOE and the above characteristics, tend to be affected more (because more targets fit into the AOE).
     
    My predictions concerning the impact on specific cards:
    High impact: Fire Sphere, Rifle Cultists* (ability: Dark Grenade), Boom Brothers* (ability: Boom), Necro Fury* (ability: Bone Shards), Altar of Chaos (against really large groups), Worldbreaker Gun (attack and ability: Heavy Snowball, though the latter only against really large groups), Shatter Ice, Comet Catcher (against really large groups).
    * - Unholy Hero increases the impact
    Moderate impact: Construct (attack), Giant Wyrm (attack), Ironclad (attack), Wasteland Terror (attack), Abomination (ability: Blessed/Tainted Fury), Skycatcher (attack), Gemeye (attack), Volcano (attack), Artillery (attack), Hatecaster (attack), Deepgorge (attack), Thornbark (rooted attack), Treefiend (rooted attack), Lost Horror (attack), Soulshatter (>3 targets), Backlash (depending on void power, may be low impact), Corpse Explosion (>3 targets), Morklay Trap, Shadow Phoenix (>4 targets), Lost dancer (ability: Necro explosion, only with lots of targets in range), Nasty Surprise (>3 targets), Necroblaster (attack, and shadow affinity ability: Tainted Voodoo).
    Low impact: Magma Hurler (attack), Sun Reaver (ability: Metal Spikes), Deepcoil Worm (attack), Twilight Bombard (attack), Lost Disruptor (attack, moderate impact against grouped very low health fliers), Shadow Mage, Eruption (>3 targets).
     
    My predictions concerning the impact on PVP balance:
    (I am not an active PVP player currently. I did play a decent amount in times of Battleforge, but I am in no way up to date, so take these predictions with a grain of salt).
    Shadow will slightly gain in power, as the explosions have actually high enough damage numbers to reliably kill at least some of their targets, but except for Shadow Mage, it only ever becomes relevant when there are >3 targets in range of the spell/ability. The slight buff to Eruption shouldn't have an impact. Otherwise I expect nothing much to change. The vast majority of significantly affected cards are T4.
     
    My predictions concerning the impact on PVE:
    Enemies: Long range AOE attackers, like Bandit walkers and high tier defensive towers (e.g. artillery) will be more proficient at murdering grouped units.
    Players: Stronger tools of destruction at player disposal. It should only really affect T4, and shadow at lower tiers (Shadow Phoenix in particular should be noticeably more effective against large groups, Necroblaster will get stronger, Corpse explosion and Soulshatter will also be noticeably more effective).
     
    Final thoughts:
    I was for a long time under the impression, that large AOE damage sources are somehow underperforming, without really understanding why. Fire Sphere! Enormous explosion! Which... kills 3-4 units out of a cluster of 15 units. Now that I found out why those spells underperform, I've taken the effort to try and fix it. That's the result. I consider it a bugfix, even though it is also a moderately impactful balance change. That's how Skylords Reborn, and earlier Battleforge, handled AOE damage. A bug that had largely become a feature. I propose we change it in a logical way. Maximum 8000 damage in the area? If the targets in range have as much overall health, the damage will be dealt in full.
     
    Special thanks:
    Kubik, for his unending patience and making the unreadable mess of code actually parsable for the human mind.
     
    TL;DR:
    High tier AOE spells and abilities promise big numbers. Against lots of small targets, numbers are much smaller, because overkill damage is halved (multiple times). The proposed change fixes stuff, so that big spells deal the promised damage. Fire Sphere -> big boom -> big damage -> lots of dead bandits. Vote big damage. Vote dead bandits!
  10. Xamos liked a post in a topic by Zyna in Patch #400031 - 18 December 2021   
    Today we are proud to present you some more small additions, which we had to delay for a bit!

    General changes
    - Added voice lines for Amii Paladins.
    - Added voice lines for Banzai Lord.
    - Allow players to play lower upgrade levels of cards from the card upgrade window.
  11. Xamos liked a post in a topic by Zyna in Patch #400031 - 18 December 2021   
    Thanks for sending all your reports over the Christmas holidays. We were hard at work and are proud to present you another hotfix patch!

    General changes
    - Replaced inappropriate Twilight Hag ability icon with a disco ball.
    - Added the word "Small" to all small crystals in the map Dwarven Riddle.

    General fixes
    - Fixed Void Maw description on Dwarven Riddle.
    - Fixed some typos in French quest names and descriptions.
    - Fixed some typos in French achievement names.
    - Improved French descriptions in the Free PvP decks selection window.
    - Fixed typo in Empire outcry.
    - Changed unique upgrade cards amount in story book to the correct number.

    Card changes
    - Sandstorm (Shadow): The description now mentions that the storm only deals half of its damage against structures and knocks back small and medium units.
    - Sandstorm (Frost): The description now mentions that the storm only deals half of its damage against structures.
    - Deepgorge (both affinities): Added missing translations for upgrade descriptions in French.
    - Corsair (both affinities): The status bar tooltip of units affected by Inspirational Call now displays the correct value on upgrade 0.
    - Coat of Protection (both affinities): The respective affinity naming is now properly displayed in the status bar tooltip of affected units.
    - Bandit Sniper: Corrected small typo in French ability description.
    - Bandit Sniper: Added missing translations for status bar descriptions in French and Russian.
  12. Xamos liked a post in a topic by Zyna in Patch #400031 - 18 December 2021   
    Hello everyone, we received a lot of bug reports and suggestions from you in regards to this patch. We were hard at work and are shipping a hotfix patch today! Below you can find the changelist.

    General changes
    - Added a gold penalty for completing advanced and expert campaign maps faster than 10 minutes.
      This affects disenchants and the base reward of 12 player maps, but not treasure chests.
      Maps completed faster than 5 minutes will only yield 25% of the previously earned gold.
      Maps completed between 5 and 10 minutes use a penalty term of (X - 300) / (300) * 0.75 + 0.25,
      where X is the amount of seconds spent in-game. A full gold rework is currently being worked on, so this is intended as a short-term fix.
    - Changed the auction market filter to not display any results if there are no matches to a given filter.
    - Changed the inventory filter to show neutral cards, even if all 4 colors are deselected.

    General fixes
    - Fixed contacts button not aligned properly during in-game matches and replays.
    - Adjusted text about free pvp to say every day instead of every week.
    - Fixed an issue where slow internet connections would cause errors with Reforging.
    - Fixed promos not being announced in the chat.
    - Fixed mails not being returned properly after 30 days.
    - Fixed progression with achievements which require you to play certain factions. They should now work again.
    - Fixed the behaviour of the orb color buttons, they should not include splashes unless specified.
    - Fixed the "Rare" filter in the auction market.
    - Fixed an issue where some orbs and gold chests on Bad Harvest and Gun of Lyr were not working properly.

    Card fixes
    Amii Paladins:
        - Adjusted upgrade formatting to be consistent with other squads.
        - Added hyphen in German cardname.

    Banzai Lord (Both affinities):
        - Added correct spacing in upgrades.

    Banzai Lord (Nature affinity):
        - Removed obsolete sentence from description.

    Battleship:
        - Added correct value for splash range on cannons in the description (5m => 10m).

    Brannoc (player card):
        - Added flame effect for his sword.

    Brannoc (rpve fire boss):
        - Added extra-large-flame effect for his sword.

    Coat of Protection (both affinities):
        - Added new effect.
        - Removed "Activate, to" phrasing in description.
        - Renamed German version to "Mandel des Schutzes", to avoid linebreaks on the card.
        - Fixed english cardname on non-english versions of the game.
        - Added translations for untranslated upgrade descriptions.

    Coat of Protection (Shadow affinity):
        - Fixed wrong affinity color in description.
        - Fixed wrong spell effect name.

    Ice Age (both affinities):
        - Corrected upgrade translations to match the English version.

    Aspect of Summer (fire rPvE):
        - Added missing russian class name.

    Temple of Fire (fire rPvE):
        - Renamed from "Temple Of Fire" to fix capitalization in name.

    That's it for now! We hope you have been enjoying the new content thus far and we are looking forward to your continued bug reports and feedback!

    Best regards
    Zyna
  13. Xamos liked a post in a topic by Kozzrazz in Patch #400031 - 18 December 2021   
    The Girl Power card is awesome.
    I have won many PvP Battles because of it and i hope the mecanic will remain.
    In pure red vs pure red it makes Firedancer able to take out Enforcer and Gladiatrix can take out Skyfire drake.

     
  14. Xamos liked a post in a topic by Majora in Community Updates Overview   
    Every two to three weeks we give you an overview of everything happening behind the scenes in Skylords Reborn. Below you can find a list of all the community updates and a summary of their content.
    Update 1 - April 23th 2021
    • Balance Patch #2
    • Added In-game Tournament tab
    • Card Description Project
    • New Teammembers: Tweeto as 2D artist, Majora as Community Manager
    Update 2 - May 8th 2021
    • PvE: State of PvE
    • PvE: In Development
    • Public Test Server
    • New Team Members: Hiko as Event Manager, MarcoMaar as Client Developer
    • List of Discord channels
    Update 3 - May 21th 2021
    • Promo Snapjaws Trade-able
    • New patch on the test server
    • Skylords Reborn Design Philosophy 
    • New Team Members: Hardware Heinz as Global Moderator. MrXLink left the team
    Update 4 - June 5th
    • New card development announcement
    • Why Fire/Frost cards are currently not possible
    • PvE Taskforce creation
    • New Team member: Kubik as Client Developer/Reverse Engineer
    Update 5 - June 19th
    • New Logo revealed
    • New cards actively in development, factions revealed: Frost, Bandit and Amii
    • First draft and voting for the Expansion Symbol 
    • New Patch on the test-server
    • New art for Firesworn revealed
    • New Team Members: Hodron as Map Designer, _empty_ left the team
    Update 6 - July 3rd
    • State of the Project
    • Map Editor clean-up + extended map settings
    • PvP QoL feature: view lobbies while in a ranked queue
    • New Team Members: Carofex as Balance Developer
    Update 7 - July 17th
    • Test server patch
    • Status update new cards
    • Deep Dive: Pure Frost
    • New Team Members: ddrazard as Discord Moderator
    Update 8 - July 31th
    • PvP deck adjustments
    • Special Effect editor
    • New Team Members: DutchyDutchy as Discord Moderator
    Update 9 - August 14th
    • Deep Dive: Rarities
    • Test Server Patch Notes
    • New Team Members: Kerkk as web developer
    Update 10 - August 28th
    • Feedback Survey
    • Opening Discussion of upcomming map changes
    • PvP Improvements in development
    • New Team Members: Rawne as Map tester. Razeroc left the team. 
    Update 11 - September 11th
    • New Patch released
    • Insight in Survey Data
    • Community Updates moving to a 3 instead of 2 week schedule
    • Open Sourcing of new Sound Converter
    • New Team Members: Madgadget as Discord Moderator, DutchyDutchy promoted to Global Moderator. Ultrakool and Bradley left the team. 
    Update 12 - October 2nd
    • Progress update on new Sounds
    • Open Sourcing of the Effect Editor
    • Update on Defence RPvE
    Update 13 - October 23th
    • New card reveal: Coat of Protection
    • New Promo: started voting
    • Looking for Voice Actors
    Update 14 - November 13th
    • New card reveal: Wasteland Wing
    • Voice Actor update
    • Updated 2vs2 maps (test-server)
    • New Promo: vote results
    • New Team Members: Lontzek and Parity as Global Mods
    Update 15 - December 3rd
    • Anniversary stream announcement
    • New card reveal: Bandit Minefield
    • A look behind the scenes into creating a new PvP card
    • Deep Dive: Bandits
    • New Team Members: RookieN as Map Designer / Map Developer / Map Artist, Metagross as Event Manager, Kerkk left the team
    Update 16 - December 15th
    • Anniversary Patch
    • New card reveals: Amii Paladins, Amii Phantom Redesign, Bandit Sniper, Banzai Lord
    • Free PvP decks update
    • PvP Guide
    • New mode: RPvE Fire
    • New feature: Reforging
    • New feature: Avatar management
    • Advanced filtering
    • Booster Discount + Santa
    • Carofex left the team as a balance developer.
  15. Xamos liked a post in a topic by Majora in Community update #15 - December 3rd 2021   
    Fast reader! We are not able to announce a date yet. What I CAN say is that the voice acting for him is going very well! 
  16. Xamos liked a post in a topic by Majora in Community update #15 - December 3rd 2021   
    Greetings Skylords!

    It's been three weeks since our last community update so it's time to bring you up to speed with everything going on in Skylords Reborn.
    This update is kind of a Bandits-Special, with new card reveals, a Deep Dive for the faction and insight in the process of adding a new PvP card. Let's get started!

    Anniversary Stream Announcement
    Mark your calendars because we have some celebrating to do! On December 18th, Skylords Reborn reaches its 1-year anniversary. It has been a wild ride; from resurrecting the game to a playable state, to actively developing new features and even brand new cards. 
    Join us for a special anniversary stream on December 17th with news, card reveals, give-aways and more, celebrating the past, present and future of Skylords Reborn! More details will be shared in the coming weeks. We hope to see you there!

    New Card Reveal
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, its numbers and effects might still change. We hope to release this card before the end of the year and will share more information at a later date. 
    Today we are excited to reveal a card that might see play in both PvP and PvE, and solve some of the problems Bandits have in PvP. 
                


    Bandit Minefield is a tier 2 Spell for Fire/Shadow. Upgrading the card reduces its cooldown (up to 10 seconds) and powercost (80 to 70). It will be a rare and won't have an affinity. Here is how the card works:
    Creates 4 clusters of mines in a line of 20m. If a hostile ground unit gets as close as 10m to a cluster, its mines will detonate in 6 bursting waves. Each wave deals 100 damage to hostile units and 25 damage to buildings in a 15m radius, up to 300 in total. If no enemy approaches a cluster within 10 seconds, its mines will disappear again. Affects ground targets only. Cannot damage wall segments, Power Wells or Monuments. Cannot be placed nearby hostile units or structures, excluding walls. Knocks back small units. Reusable every 35/35/35/25 seconds.
    Bandit Minefield requires the selection of source and target location. Mines will be placed in a straight line in the direction you choose. 
     
    Design and expected use
    Because this is our first new card that will see play in the PvP-meta, we asked our designer RadicalX to share some insights about the design process of the card. We cover why the card was created, what role it has in the meta and how it was changed during testing. Bandits has been one of the weaker factions in PvP, so we are very excited to see how this new tool will help them out. 
    Bandit_Minefield_Design_Choices.pdf
     
    Affinity and Rarity
    A quick word about this cards rarity and lack of affinity. Affinities were added to every expansion of BattleForge, mostly as a way to increase the number of cards in each expansion. While there are some cards where the different affinities result in interesting choices, there are also a lot of cards that struggle under this design restriction. The Skylord Reborn team decided that going forward, we will add affinities where they feel right, but leave them out when we can't add a meaningful difference between them, or adding them would undermine what the card is supposed to do. 
    As for the rarity, we actually wrote a document about rarity, and according to those guidelines, Bandit Minefield will be a rare. It is worth noting that Bandit Minefield will be added to the free PvP-bandit deck. We expect this card to be crucial in the PvP scene, and find it important that everyone who wants to play PvP can do so without grinding for cards or upgrades first. 

    Artwork
    The artwork has been designed by our talented artist Tweeto, and we thought it would be cool to share some sketches to show you the progress. 

    As always, a lot of time and changes went into this artwork. A big thanks to Tweeto for constantly accepting feedback and improving the artwork. We are really happy with the final result, and hope you are too! 
     
    Vote for Cardnames
    Just like with Coat of Protection and Wasteland Wing, we need your suggestions for the final cardname. During testing we came up with the cardname ''Bandit Minefield" and ''Treacherous Path" as the effect name. However, part of our promise to our Patrons is to let them help with naming new cards based on suggestions from the community. For this, we will need your help!
    Please reply in the comments below what you feel is the perfect cardname for this card and how you would name the ability.  
    Example:
    Name: Bandit Minefield
    Ability: Treacherous Path
    Please only suggest one name. We will collect all the suggestions and let our Avatar-of-Frost-tier (and higher) Patrons vote for the final name, starting next week. 
     

    Bandit Deep Dive
    Back in July we shared our Deep Dive into Frost; an exploration into what makes the faction tick and how we planned to tackle the issues Pure Frost struggled with. We have since then shifted our focus away from the frosty Lyrish Reaches and moved on to the scorching Southern Wastes; attached you will find the Bandits Deep Dive!
    In this document we will be exploring the Bandits-faction in detail, including upcoming changes and even a tease of another new card! It is our goal with documents such as these to give our players a glimpse into how we think about factions and where we are planning to take the game.
    Bandits_Deep_Dive.pdf
    Upcoming Tournaments & Events
    NEW: Official PvE Contest#4 Winter is coming - Until 17.12.2021
    For this challenge, we want to see you succeed in playing the map Guns of Lyr, while accomplishing several winter and Christmas themed objectives. This event has a point system and boosters for the top performers. Check out the rules and how to apply here and have fun!

    FINISHED: Official PvE Contest#3 Skylords Raid
    Our 3th PvE contest has concluded, thanks to everyone who participated! Originally the idea was to have a stream, but because we are already streaming for our anniversary and most of the runs used the same tactics, the winners will instead be announced through a youtube video in the near-future. We also saw a lot less participants in this style of contest, so we will try to stay away from multiple-map contests in the future.
     
    • Host your own event / tournament
    Want to host a tournament or event? Please reach out to our Event Organisers Hiko or Metagross to have your event prizes sponsored by us. 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. 
     
    New Team Members / Open Positions
    We are very happy to announce a new addition to our team: RookieN has joined the team as a Map Designer / Map Developer / Map Artist! You can expect great things from him, and we hope to be able to share them soon. 
    We also added another Event Manager to the team; Metagross will work together with our other Event Manager Hiko to provide you with a steady stream of contests and tournaments. His community contest on King's Ridge was a success, so we are happy to officially welcome him to the team. 
    At the same time we are sad to see Kerkk leave the team as a Web Developer. He unfortunately does not have enough time to help us out anymore. We would like to thank him for his time and all he did for Skylords Reborn! 
    Last Community Update we posted our cry for help for Balance Developers, and we are very grateful for the response. We hope to add new Balance Developers to the team soon, who will help us implement new cards and balance changes. We did experience some delays because of the lack of staff for quite a while now, but we hope this will improve with new members being added to the team. This is always an area that we need help with, so if you are still interested, please let us know. 
    There are still some other areas we would like additional help to expand and grow Skylords Reborn. If you want to help, we would love to have you on our team. Below we have highlighted some roles, but you can find more information, desired traits and all our open positions here. If you are unsure if you qualify, please reach out and have a talk! 
     
    NEW: Open Position - Video Editor
    As a video editor you are responsible for creating exciting video content for Skylords Reborn. This can range from short card reveal videos to exciting trailers and cutting up Twitch-stream content for highlight videos on our Youtube channel. If you have any experience with audio post production, you can also help us out with the process of adding new voice-lines and sound effects into the game. More Information.

    Open Position - Artist
    While we absolutely love Tweeto's output, one artist can only do so much. As an artist you are responsible to create the visuals required for new content. This is a broad position and there are many areas where you could help in, depending on your skills and interests. Think of loading screen artwork for new maps, card artwork for new cards, visual UI elements for new features that involve adding UI to the game, banners for events/tournaments/community challenges/large game updates etc. More Information.

    Open Position - Marketeer / Outreach Coordinator
    As a Marketeer / Outreach Coordinator you are responsible to spread the word and create awareness about Skylords Reborn and to attract veteran and new players alike. This includes actively researching and reaching out to potentially interested streamers, youtubers, Discord channels, game magazines, among others. You will be responsible for the communication to and from interested parties and for any promotion deals (for example involving scratch codes). Please note that Skylords Reborn cannot do any paid promotions. More Information.

    In Conclusion
    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a mini-booster: COMM-UNIT-YNEW-S15B
    The code is valid till December 25th.
    We will update you again on December 18th, during our 1-year anniversary! The next community update will probably stick to the 3 week schedule, meaning it will be posted on the 25th. 
    As always, we are open to feedback so please let us know! 
    Archive
    Community Update #12
    Community Update #13
    Community Update #14
  17. Xamos liked a post in a topic by Majora in Community Update #14 - November 13th 2021   
    Greetings Skylords!

    It's been three weeks since our last community update so it's time to bring you up to speed with everything going on in Skylords Reborn!
     

    As we mentioned in an earlier community update, new cards are in development. Last time we showed you our first new card: Coat of Protection. We are very excited to show you the second one today! 
    New Card Reveal:
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change. We hope to release this card before the end of the year and will share more information at a later date. 
     
    Joining Windhunters in the sky, Wasteland Wing is an extremely strong tier 4 dragon. With strong stats combined with Life Steal, this new tool will be a great incentive for playing Bandits. It will be uncommon and come in two affinities, each having a different effect for its Cleanse ability. Let's break down the card.
    Breath of Embers
    Every 3 seconds, unit spews fiery sand out that deals 630/660/690/720 damage to enemies in a 35m radius around its target, up to 945/990/1035/1080 in total. Knocks back small and medium units.
     
    Infused Cleanse (Fire-affinity only)
    Cost: 110 Power - Cast Range: 30m
    Activate to immediately remove all debuffs from up to 5 friendly units in a 15m radius. Will also revert all status effects like Freeze or Paralyze. Additionally, affected units deal 100% increased siege damage for 10 seconds. Reusable every 30 seconds
    Tainted Cleanse (Shadow-affinity only)
    Cost: 110 Power -  Cast Range: 30m
    Activate to immediately remove all debuffs from all units in a 15m radius. Will also revert all status effects like Freeze or Paralyze. Additionally, affected units will be immune to all major debuffs for 10 seconds. Reusable every 30 seconds.
    Life Stealer
    15% of the damage dealt by the unit will be added to its life points.
     

    Wasteland Wing is a Pure Bandits alternative to Tortugun for those players who enjoy the Bandits playstyle and aesthetics but who do not want to interact with Tortugun's unique hunger mechanics. With an area-of-effect disenchant ability it will enable the typical Bandits playstyle of hard to pin down agents of destruction.
    Artwork Reveal:
    The artwork (and ability icon) has been designed by our talented artist Tweeto, and we gladly show it off in all its glory:

    Just like with Coat of Protection, a lot of time and changes went into this artwork. We thought it would be cool to show you some sketches to show the progress. A big thanks to Tweeto for constantly accepting feedback and improving the artwork. We are really happy with the final result, and hope you are too! 

     
    Vote for Cardnames
    Just like with Coat of Protection, we need your suggestions for the final cardname. During testing we came up with the cardname ''Wasteland Wing'', and abilities named ''Infused Cleanse'' and ''Tainted Cleanse''. However, part of our promise to our Patreons is to let them help with naming new cards based on suggestions from the community. For this, we will need your help!
    Please reply in the comments below what you feel is the perfect cardname for this card, and how you would name the ability. Please note that Infused and Tainted are part of the affinity name, and will not be changed. 

    Example:
    Name: Wasteland Wing
    Ability: Tainted/Infused Cleanse
    Please only suggest one name. We will collect all the suggestions and let our Avatar-of-Frost-tier (and higher) patreons vote for the final name. 
     
    Voice-actors Update 
    Last Community Update we opened up applications for voice-acting the new cards. We are very happy with the results, and want to thank everyone for taking the time and effort to apply! We have made a selection of fitting voice-actors and will now work with them for the final script. If you applied but did not get a reply to your e-mail, please reach out to me. 
    We hope you are looking forward to them bringing the new cards alive!
     
    Updated 2vs2 Maps (test server)
    We have released new versions of the PvP 2vs2 maps to the test server. Now we need your help to test them! Please go on the test server and try out these maps and share your feedback with us. The sooner we have good feedback, the sooner we can bring them to the live server (and create observer versions!). Toggy mentioned multiple times already that he will host another 2vs2 tournament if we have observer maps, so if you enjoy 2vs2, please test them out! 
    You can find the latest list of map changes on the Wiki.
     
    Promo Vote Results
    As mentioned in our last community update, we plan to add a new promo to the game. The vote was locked behind Juggernaut-tier patreon, but we got permission to make it a community vote instead! Even though Sunderer was ahead on our Facebook poll, after collecting all the votes we have a clear winner: the next promo to be added to the game will be Mana Wing. 
    We received both negative and positive feedback about our plans to add new promo cards. While some people were hyped about the upcoming new content, some felt the choice of promos was unfair, and others said more than one promo card should be added. We would like to remind you again that we are restricted in both time-resources and fitting artwork. We want to add cool stuff, but everything we do, no matter how small, will take time away from other areas. Currently our top priority is getting the new cards to you as soon as possible. We are always open for feedback, but please keep this in mind when voicing your opinions.
    We will share the final look and how you will be able to collect the new promo in a later update.

    Tournaments & Events
    NEW: Skylords Open - 14.11.2021
    The Skylords Open return! It's been a while since the last edition, so let's see if the players from the last Rookie tournament have made it to the top ranks since then and if someone has what it takes to take the top spot from RadicalX! Join Toggy on Sunday or watch the action on stream! Find all the information here. 

    NEW: Official PvE Contest#3 Skylords Raid - Until 27.11.2021
    We hope you didn't have a fallout with your team after the rPvE contest, because you will need a team for our latest event! For this event, show your skills on not one, but three different maps! There are prizes for just participation, so check out the rules and how to apply and have fun!

    FINISHED: Official 4p rPvE Contest#1 The Bandit Hunt
    Our rPvE contest has concluded! We hope you had a lot of fun, and we were glad to see some new players trying on rPvE. We will definitely do this kind of event again, so keep an eye out for that. The winners were announced on Twitch, which you can rewatch here. A big thanks to Volin for helping us with this event! 


    • Host your own event / tournament
    Want to host a tournament or event? Please reach out to our Event Organizer Hiko to have your event prizes sponsored by us. 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. 
     
    New Team Members / Open Positions
    We have added two new global mods to the team; a warm welcome to Lontzek and Parity! Together with the rest of the mod-team they will make sure everything is running smooth. 

    We are also happy to add Progamer001 to our team. If you are active on our discord, you might have seen some of his alternative color schemes for units and buildings. He will help us with creating bosses for our rPvE modes and help out with our new cards. 

    We are in dire need of Balance Developers! 
    As mentioned in our last Community Update, we are in dire need of Balance Developers. If we do not get new members, we will not be able to release new cards in the future. Balancing will also have to be put on hold and/or drastically reduced. 
    If you want to help, we would love to have you on our team. Below are two roles highlighted, but you can find more information, desired traits and all our open positions here. If you are unsure if you qualify, please reach out and have a talk! 

    Open Position - Balance Developer
    As a balance developer you are responsible to implement design changes to in-game cards using our internal balancing tool. In other words, you are responsible to implement new cards and changes to existing cards. These implementation requests can come from balance updates and content patches from our Faction Designers but also from the official Skylords Reborn map making team (for example, new bosses for a new map). An integral part of this role is learning our internal balancing tool, as that is the tool that allows us to perform all these changes. You are by no means required to have any programming experience. More information.
    Open Position - Map Artist
    As a map artist you are responsible to polish the aesthetics of a map. This includes texture the map, add decorations and add different effects and sounds. In other words, responsible for making the map look and feel good. More Information.
     

    In Conclusion
    We hope you liked this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. But this time you get to choose!
    One code will reward you with a mini-booster, the other will give you 100BFP. 

    Once you select one, the other one will be blocked. Choose wisely!
    100 bfp: COMM-UNIT-YNEW-S14P
    Mini booster: COMM-UNIT-YNEW-S14B
    The code is valid till December 3rd.
    We will update you again on December 4th. We will reveal another new card, so you don't want to miss it!
    As always, we are open to feedback so please let us know! 
    Archive
    Community Update #11
    Community Update #12
    Community Update #13
  18. Volin liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  19. Kapo liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  20. Ladadoos liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  21. Metagross31 liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  22. Majora liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  23. Xamos liked a post in a topic by Volin in Official 4p rPvE Contest#1 The Bandit Hunt - Difficulty 9 - UNTIL 25.10.2021   
    Hello Skyfolks!
     
    Even though not everyone plays it, 4 player rPvE lvl 9 battlegrounds is probably the most popular game mode in general. About time for a competition! The latest big balance patch, which has been around for a while now, made me realize I've never seen a rPvE match with 4 different colors. I'm curious to see your replays!
    Since I can't participate in my own contest, of course, I'd be happy to spend some time with you, if you'd like. Let's see how I can help!
    Replay analysis - strategic tips
    Anyone who has played their first rPvE lvl10, or speedrun with me knows I am a patient teacher and will gladly share ALL my knowledge if you just ask for it.
    And even if competitions are aimed at players above the average, we also know that there are (hopefully) many very good players who want to participate, but whose experience in speedrun is much smaller.
    That's why I'm happy to offer my strategic support to any team that wants it. Deckbuilding, routes, interaction, little tricks - I'll be happy to take a look at your replays over the next few weeks and try to support you from the outside as much as possible.
    My only condition: provide me with a replay and ask specific questions about it. If I see something obvious outside of the questions, I will of course mention it.
    I just want to make sure that you make the same effort as I do and not have a lot of theoretical discussions in advance.
     
    Team finding
    Although I would not recommend you to take this service, I would like to offer it: If you are looking for a "fixed" group for this contest, but can't find any players ingame or on Discord, feel free to contact me - if there are enough players, I can help you to group up. If necessary, you can also register here as a group of 2 or 3 and I will help you find the last members.
    However, I strongly recommend you to actively form your groups yourself via Discord or ingame, otherwise you will lose valuable time and players will hang in the queue until I have 4 requests together.
     
    General tips
    There are free voice chats in the official Skylords Reborn Discord - use them! I promise you, the top teams will be those, who had fast and good communication. Act as team. Ask yourselves constantly: What can I do for my companions? How could my team support me in my task? Teamwork and strategy are worth more than any good individual performance. Stick to the meta (as far as possible). Voidreturn is usually essential in Speedruns. This should (presumably) be your first priority, to which you subordinate EVERYTHING else. Do not hesitate to restart! Once the basic framework of a strategy is in place and a first time has been reached, it is often not worth finishing games where a lot has already gone wrong. Talk to each other and just restart the round! And please keep in mind that there are harder tasks and easier ones. It is not uncommon for the same player to ask for a restart over and over again. This may not be because your teammate is bad, but often because their task is difficult. Speedruns are often at the limit, otherwise they wouldn't be a speedrun, so things just go wrong sometimes. Think outside of the box!  
    I wish all participants a lot of fun! And if you have any questions, please don't hesitate to contact me.
     
     
  24. Xamos liked a post in a topic by Aviat0r in Remove requirement for Administration Rights on Launcher   
    I'm glad that you think about security aspects in our software. And you're indeed right with what you say. Admin privileges are actually a "No Go" for today's software.
    The Updater itself doesn't need any administrative privileges in the system. The fact that it still forces the user to start it like that is a problem from the past where we were still in the development process of how the packets were sent to our server instead of the EA ones. Fun fact ... even the EA BattleForge Bootstrapper required admin rights. 🙂 
    In the past, our little piece of extremely important software (let us call it Injector for now) was started along with the BattleForge executable and injected itself into the BattleForge process. The injector itself was invisible for the user and ran as a background process. The injection however was only possible with admin privileges since you have to call a method where you need those privileges. Otherwise the method call would fail. We decided to transfer those permissions over to the Updater since all processes called by it will also start with the same privileges (also called AsInvoker in manifest files). The reason for that was, that the user doesn't get a system popup for a software he can't see (the Injector) and maybe denies the execution of it. If he would, the game wouldn't start and connect to our servers at all. That's for the history of the injector.
    Unfortunately at some point there were some pieces of information which got stored afterwards at some places on the user's PC which can only be accessed with write permissions when the software will be started with administrative privileges. This wasn't the intention in the beginning. And the information isn't stored by the Updater, but by the game. That information will need to be stored somewhere else before we can remove the admin rights request for the Updater. But we're of course in the process of doing so. I actually expect an update for the current Updater in the upcoming days/weeks to remove that whole thing.
    Side note: I was always against an Updater which needs that high level of privileges. Some users (and I count myself to that group of users) don't like software, which require these permissions, at all. And maybe that's also a reason for them to not use that software.

    When we remove those permissions, we need to make sure, that the Updater and the game can access all files with all needed permissions. That's also the reason why our installer doesn't accept directories as installation location which are protected by Windows. Those locations are however hardcoded.
    I hope you can live with the fact that it requires those permissions for another few days or weeks. They will for sure be removed in the near future.
    Sneak preview: The new Updater won't have that requirement at all.
  25. Xamos liked a post in a topic by Omega1001 in Introduce "Formation" to reduce micromanagement while moving units with different speed types   
    Motivation:
    When moving units with different speed types, for example Nomad and Thugs, keeping them together can be painfull.
    It usually requires a lot of micromanagement to prevent the Nomads from running ahead, and nearly dying once they encounter enemies before the thugs even arrive.
    Proposed Solution:
    Introduce a new Toggle Switch "Keep Formation" to Combat UI.
    When Switch is switched on, all Units receiving a move command will move in "closed formation".
    When in closed Formation, units will walk with reduced movement speed equal to the movement speed of the slows unit within the Squad, effectively making everyone move at the same pace.
    This behavior breaks, if:
    - Units reach the goal of the movement
    - Units receive a new movement Command without Keep Formation
    - Units receive a Attack Command
    - Units engage in Combat (e.g. because of Attack on sight)
    Optional Extension
    When Units are moved in closed Formation and not all Units are in place, slow all Units that are already in place to allow the rest to catch up.
    Also, if a Unit is not jet in place, don't apply slow effect to allow it to catch up faster.
     
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