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Xamos

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  1. 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
  2. Volin liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  3. Kapo liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  4. Ladadoos liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  5. Metagross31 liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  6. Majora liked a post in a topic by Xamos in Community Update #13 - October 23th 2021   
    Tweeto absolutely smashed it, the artwork is amazing!! 
  7. 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.
     
     
  8. 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.
  9. 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.
     
  10. Xamos liked a post in a topic by Shred in "Reset all filters" button in the AH   
    Title says it all. I think a "reset all filters" button would save us all a few clicks when we are looking through the Auction House.
  11. Xamos liked a post in a topic by Cocofang in QOL and multiple accounts   
    Not to mention Activision Blizzard is more than happy to let people use multiple accounts because that means multiple subscriptions. They are multi-dipping individual power users for extra cash. And even then they eventually decided that they have to at least crack down on automated multiboxing because, you guessed it, it provided too big of an advantage over anyone not doing it. Sure, in their case it was purely a business decision. They probably noticed increasing dissatisfaction among the population with only one account that threatened their bottom line more than the multiboxing population benefited it. This simply proves the point that multi accounting that is tied to progression can be extremely troublesome.
    You already got an answer from me regarding that but if you want more, I enjoyed the restrictions of having to work with unupgraded and random cards just as much as I now enjoy having a wealth of resources to build decks from. I even often intentionally restrict myself during deckbuilding, using cards that don't normally see use. I liked trying to make what I had work. Overcoming the difficulties despite suboptimal cards. The short- and mid-term goals were really enjoyable. What progression is more lacking are long-term goals and something to do with excess resources.
    Please stop pretending like people are getting banned because they innocently want to play the game more. They are getting banned for actively and intentionally undermining the intended design of the progression system in an extremely drastic fashion that would have them advance many times faster than someone that does not. They are not needlessly getting banned. It's not like they are merely trying to get the most out of the progression on their own account. They want to circumvent it entirely.
    The example about someone wanting to start fresh because they invested their resources into things they didn't end up enjoying is a bit outlandish. You won't get more gold on a new account, so in both cases, you'd start from 0. On the contrary even, you won't be able to do the content that nets more gold in the beginning, so you'd be even slower. And the "failed" collection can always be liquefied into BFP to buy something else. That scenario you try to sell as the "innocent rookie case for multi accounting" doesn't really exist in that form.
    But one big issue I am seeing from this thread is the disregard and lack of understanding for the underlying psychology that game design strives to adhere to. Almost reducing it to surface level statement like "more stuff faster = better" with little context. Psychology is an extraordinarily important aspect that the current design aims to take into account. What is also missing is, more specifically, an analysis about what the current progression system aims to do and how it tries to achieve that. There are also too few to no critical examination of what the issues of proposed adjustments would be. They're merely presented as being "better", which isn't the case at all. Everything has pros and cons, it's a matter of priorities.
    One can definitely feel the frustration about progression speed but then it's mostly unguided ranting. It lacks elaborate specifics. All in all, I don't really feel like a lot of helpful thoughts can be salvaged from this. Best anybody can take from this thread is "dissatisfaction noted, guess we can try to figure out something reasonable, maybe". Which, to my understanding, is something that's already actively being worked on.
  12. Xamos liked a post in a topic by Volin in QOL and multiple accounts   
    Single decks are build pretty decent, there are a lot of achievements (mentioned above) to have a good start, and finally there are nice 120 decks for pvp aviable, that you can take as a base to customize them.
    Who seeks a way will find it. 
    And getting pretty everything (!) in 6-12months seems reasonable to me
     
     
  13. Xamos liked a post in a topic by Kapo in Increase AFK time   
    I second this suggestion, though I dont know if a flexible AFK limit is technically possible, it would be the ideal solution. But to be more precise, I guess what we dont want or need is a "20 min afk - one click - 20 min afk" routine-possibility, because that would make the Reserve-Achievements useless. Maybe there is some way to implement a spell/ability or something (at the first monument maybe?) with just one charge that when you hit it, AFK timer is deactivated for X minutes (the may change once the game progresses for a longer time as suggested by the OP).
    One think I consider very important too: besides the standard social and biological needs, on rare occations there could be medical stuff involved too - from my time raiding the dungeons of WoW I know one or two people who really NEED to have a breaks longer then 5 minutes every once in a while due to medical conditions. Basically, under the current conditions, they are unable to play the longer maps.
  14. Xamos liked a post in a topic by Majora in Community update #6 - July 3rd 2021   
    Greetings Skylords!

    It's been two weeks already since our last community update so it's time to bring you up to speed with everything going on in Skylords Reborn!
    State of the Project
    It has been a while since we have released an update to the live server. We'd like to take this opportunity to mention a lot of work is going on behind the scenes to bring you some cool stuff in the future. New card development is going well, although it will still take quite a while for them to be ready. We are also making great progress on our balancing patch on the test-server and hope to bring this to live servers soon, resulting in a ton of changes for both PvP and PvE. Our new game modes are also steadily progressing; we are currently working on bosses for our new Defence rPvE mode, and are still working on adding the mono-factions to rPvE. The BattleArena fun PvP mode is currently being fine-tuned and will probably be the first of those to be complete. We are not able to give you release dates on any of these features yet, but we do want you to know we are still working on them for many hours each week and Skylords Reborn is still going strong.

    Here are some other things we are working on:
     
    Map Editor: clean-up
    We are doing a big clean-up in the Map Editor that will make it easier to work with.
    All the units have been organized in a way that if you use these squads or buildings for making your own maps, you can be sure that your map won't be broken by future balance changes. All the upgrade levels are now also available in the map editor.
    We will give a more detailed explanation of all the changes when they go live. We expect to release this in August.
    Interested in making maps yourself? Please check out these tutorials! 

     
    Map Editor: new extended map settings
    In our next test server patch, we will add more options which map makers can use for their custom PvP maps.
    This can affect the predefined goals for PvP maps. So far this feature is only useful if you want to define non-standard win conditions for your fun PvP maps. However, we do plan to expand this configuration with more options in the future!
    Please note that this new feature is only on the test server so far, and will hit the live servers within the next months! This is an experimental feature, and might break the game in some rare cases.
    So far it seems to work, however, please inform us if you encounter any issues after playing a map which uses these new options. Please also let us know if there any other variables we should add to this new configuration!
     
    Community Maps User Interface
    A common complaint for the community maps is the map section UI. Currently, it's hard to find a specific map and it does not really invite you to look for cool maps. We are interested in working on this, but are currently a bit understaffed for the job. If you are interested in helping out with this and similar tasks (progression on worldmap, marketplace rework, etc.), please apply as a client developer and help out the project!
     

    PvP QoL feature: view lobbies while in a ranked queue
    PvP players will know this scenario all too well: you see players in the PvP lobby and queue up for ranked. After a while of searching you start to wonder if there are perhaps unranked games being hosted instead. You cancel the queue to look. At that very moment, the host probably had the same idea and cancelled their game to start the ranked queue.
    No more we say! We have developed the option to allow a queuing player to browse the lobbies while waiting for an opponent. Change your mind and want to join that Bad Harvest game that just got hosted instead? Well soon you can!
    The feature seems to work, but we want to do some final testing to prevent it from breaking games if you cancel and find an opponent at the very same moment. You can expect this feature to hit the live server soon though! 
     
    Upcoming Tournaments
    Last week we announced the winners of our official PvE contest on Twitch. If you missed the fun, you can still rewatch the stream there. 
    We definitely plan to do more events like this, and will take your feedback into account for the next one. Please look forward to announcements on a later date. 
    • NEW: Skylords Open #9
    Next week (11th of July) marks the return of the Skylords Open! Battle it out in the Skylords Open #9, a 1vs1 community tournament hosted by Toggy, open for everyone, and with prizes! If you want to participate, it helps a lot if you sign-up in advance!
     
    New Team Members / Team Changes
    We are happy to announce Carofex has joined the team as a Balance Developer. He will be helping out the project by implementing balance changes, new cards, new enemies in PvE maps, bug fixes for cards, etc. 
    We are currently in need of a Russian translator. If you can help, please reach out to us!
    And as always; if you want to see Skylords Reborn succeed, please take a look at how you can help. There are still some open positions in our team.
     

    In conclusion
    Thanks for reading! 
    Is there anything you wish us to cover in upcoming community updates? As always, we are open to feedback so please let us know!
    Here is a scratch code you can redeem in-game for 100bfp. COMM-UNIT-YUPD-ATE6
    The code is valid till July 17th. 
    Archive
    Community Update #3
    Community Update #4
    Community Update #5
  15. Xamos liked a post in a topic by Cocofang in Proposed Unity Change - Poll   
    I am a bit surprised that making one affinity affect only own units and the other affect allies and own units isn't an option. Any particular reason why that didn't make the cut? Seems like a "best of both worlds" solution to me. The downside being that you'd probably have to scrap one of the current affinity effects. In which case I would lean more towards ditching the heal and making both affinities grant damage reduction.
  16. Xamos liked a post in a topic by Skylo in Pausing and saving   
    +1 for a pause feature
    Not cool when the kid wakes up during a mission and the afk timer runs out 😄
    @Kubik said it will be disussed. Any news on this?
  17. Xamos liked a post in a topic by Majora in Community update #5 - June 19th 2021   
    Greetings Skylords!

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

    New Logo
    Already teased in the updated Discord icons and Facebook profile, we also have a new logo! We are very happy with our fresh new look, which inspired us to also take another look at our landing page. Nothing to share yet there, but we are currently in the first stages of a redesign, and hope to share more with you in the future.
    We'd also like to take this time to let you know we are going to post these Community Updates on our Reddit as well. Please make sure to follow us there if that is your preferred platform to stay up to date on Skylords Reborn. 

    New cards are now in development
    As mentioned in the last Community Update, the exciting moment has come to design brand new cards for the game. We will release these new cards in batches, instead of a full expansion. Our plan for the first batch is to create new cards for 3 different factions, with up to 9 cards added in total. We are also planning to add affinities to some, if not all, of these cards.
    The past week, patrons with the Moon tier or higher were able to vote for their favorite factions. We are excited to announce the 3 factions that will receive new cards:
    - Frost
    - Amii (Shadow / Nature)
    - Bandits (Shadow / Fire)

    Don't worry, we plan to add new cards for each faction over time, the voting only impacted the order of our release. Since this is new territory for us, we are currently not able to say when new cards will be ready, and when the vote for the next batch will be. We will be actively working on this, but we don't want to rush out new cards.
     

    Expansion Icon

    New cards need a new expansion icon! The community was able to vote for their favorite icon on our social media (Twitter, Discord, Facebook and Reddit). All icons (from left to right: Phoenix, Ouroboros, Triskelion and Lotus) were symbols of Rebirth, which we found fitting for the current stage of the project. The votes were extremely close, with our Discord community heavily leaning towards Ouroboros, while the other media were rallying behind the Phoenix icon. Here is the icon you can expect on our upcoming cards (not just the factions mentioned above):


    Until further notice, all upcoming Skylords Reborn cards will have this icon. We are also looking into creating multiple versions of this expansion symbol, depending on the rarity. And of course not all cards will be ultra rare. Please note again: new cards have now started development, but we have no specific cards to share at this moment. 
    Thank you all for your votes and comments, and thank you Tweeto for your awesome work!

    New Patch on the test server

    A lot is happening on the test server as well. A large patch has hit the test server on the 9th of June. 
    The patch contains many balancing changes and experimental changes. Please take a look at the patch notes, test them out on the test server and take place in the discussion.
    Speaking of discussions, we would like your help in making a decision regarding the card Unity and if it should only effect own units or also allies.
    Please check out our Unity poll here.

    Upcoming Tournaments
    • FINISHED Official PvE Contest#1 Siege of Hope 
    The first official PvE contest on Siege of Hope is now finished! We will announce the winners in a stream on the 26th of June at 19:00 CEST.
    We will also do some giveaways, so even if you did not participate; we invite you all to join us! 
     
    • NEW: Host your own event / tournament
    Want to host a tournament or event? Please reach out to our Event Organiser Hiko to have your events prizes sponsored by the Skylords Reborn team. If you got 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 Art for Firesworn
    Besides a new Logo and Icon, our artist Tweeto has been working on adjusting the art of Firesworn. As most would agree, Firesworn always felt a bit off compared to the other fire cards. Tweeto made a few changes to make it feel more in line with the rest of your deck. We hope you like it! 
     
    Current Artwork
     
    Adjusted Artwork

    The artwork has not yet been adjusted in-game yet. We expect to add it in an upcoming content update to the live server. 
    There are still some cards we would like to give a slight upgrade, but we will only do so if there are no other tasks with more priority to work on. With new cards in development, new artworks for those cards currently have more priority. 

    New Team Members / Team Changes
    Our moderation team welcomes a new (old) member! Bradley will be helping us out with moderation again.
    We are also happy to announce our first official Map Designer: Hodron! 
    Right now he is spending a lot of time on designing the new rPvE presets mentioned in the last community update; specifically what units and or bosses you will encounter. 
    Our developer _empty_ stepped down from his position. He worked on creating the installer used by new players to more easily be able to install and play the game. We would to again thank him for his contributions!
    Additionally, we will soon be adding at least one new server developer. 
    We have also added a new role into our open positions; Marketeer/Outreach Coordinator. As an 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 influencers, streamers, youtubers, Discord channels, game magazines, among others. 

    As always; if you want to see Skylords Reborn succeed, please take a look at how you can help. There are still some open positions in our team.
     

    In conclusion
    Thanks for reading! 
    Is there anything you wish us to cover in upcoming community updates? As always, we are open to feedback so please let us know!
    Here is a scratch code you can redeem in-game for 100bfp. COMM-UNIT-YUPD-ATE5
    The code is valid till July 3rd. 
    Archive
    Community Update #1
    Community Update #2
    Community Update #3
    Community Update #4
     
  18. nofearek9 liked a post in a topic by Xamos in Increase AFK time   
    Thanks for creating this. A bit more allowed afk-time would come in really handy. 
    I understand that being akf and still getting rewards should be prevented - but maybe it can be in done in a different way? Maybe change it, so that you would only not get any rewards for the playtime After the 5-min afk waring comes through (and not how it is now - no rewards for the entire match, even if you played 90 min, then went afk for 6min, played another 10 min and won the game.) 
  19. Metagross31 liked a post in a topic by Xamos in Quest & Achievement Suggestions - Megathread   
    Oh and what about a Speedrun-Achievement?
     
    "Gotta-go-fast":
    Beat the PvE Campain-Map "insertName" in under X Minutes.
    (dependent on the average Time spend on that map)
  20. Xamos liked a post in a topic by Metagross31 in Quest & Achievement Suggestions - Megathread   
    How about making monthly achievements for the Motm lvl 10 rPvE's? Something like "Beat the 1/2/4 player randomly generated map of the month for the month of Jan/Feb/... of 2021/2022/...".
    This way you can later see, in which months you managed to beat the lvl 10 maps.
  21. Xamos liked a post in a topic by Chibiterasu in Tortugun   
    No. Imo it shouldn't. The reason why I suggested this is because it's especially ineffective to eat smaller stuff. And with many potential supports like Grim Bahir, Infect or even Undead Army it's therefore almost useless to eat the units because the animation of Tortugun is way too long. So my goal was to especially improve the effectiveness for smaller units.
  22. Xamos liked a post in a topic by KserSke in Adding additional options to filter cards   
    Hi! Not sure if this has been suggested but I have a couple of suggestions relating to the card filter. 
    1. Spare cards Filter: The number one concern would be the constant scroll to check if I have any spare/duplicate cards that I either want to give away or put it on the auction house. I am not sure if its possible but i suggest doing a card filter for "Spare cards" this would mean the system will be able to detect if you have more than 4 of the same card (1 + 3 Upgrade charges). By enabling this card filter, you will only be shown the cards where you are sure to have no use of. This would mean that it'll be easier to either give away your cards (Rather than scrolling through your collection) as you will know the spare cards you have, or makes putting spare cards on the auction house less tedious.
    2.  Mixed factions filter: Less important than the first, adding card filters such as bandit/stonekin and lost souls etc. Instead of seeing cards of both factions cramped altogether it'll be nice to only see the cards you want to build e.g Bandit deck. 
     
  23. Xamos liked a post in a topic by Cocofang in Ultimate Card Collection   
    Could see it as an option in addition to "General" and "Free PvP" in the collection tab.
    Renaming "General" to "Own Collection" and adding "All Cards" for this feature. The cards are already portrayed as sitting in gray sleeves of some sort. Unowned cards could be empty sleeves showing a grayed out U0 version of the respective card. But still allowing to check upgrades and mouseover tooltips.
    Maybe @MarcoMaar can explore possibilities.
  24. Xamos liked a post in a topic by Ladadoos in UI Suggestion - Lobby Map and Difficulty Progress Indicator   
    The idea would be to add an option in-game to disable the stars on the worldmap.

    As for certain maps not having standard, I would just not show that star. Another option would be to show a "stone" star, or something that indicates it is there but cannot be achieved. 
  25. Xamos liked a post in a topic by Ladadoos in UI Suggestion - Lobby Map and Difficulty Progress Indicator   
    I would definitely not remove the difficulty names from the buttons: the approach to add the symbols next to the names sounds much more suitable and I think is a good solution.
    Even though I think the initial proposal of using small dots is cleaner, stars likely convey the message better. That being said, I would make them much smaller and always at the same position, like image below.


    In order to make the UI consistent with the achievements, I would make it such that the stars indicate the highest won difficulty and not all the difficulties played. As an example, if the left and middle star were yellow it would indicate that the highest difficulty won is advanced (and not that you won standard and advanced). 

    The exact details of what difficulty you won could be added in the tooltip of the map icon. It's a big widget with little information. The first image is how it is now, the second how I could imagine it being.


     So this shows as  in the worldmap but when hovering over it, you would see that you actually only completed advanced.
    Curious to hear what you think.
     
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