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Xamos liked a post in a topic by Vultagx in Community Update - June 2025
Thank you to @Dutchy for his great work and effort in the part as lead moderator and being a mentor. All the best for your tasks as HR coordinator and private life.
Whenever you - the community - are facing issues, concerns or feedback please be invited to reach out via official channels e.g. Discord ticket oder forum thread. We as moderation team are here to assist you and make this a welcoming place for everyone, as long as you follow the rules 😉
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Xamos liked a post in a topic by Hrdina_Imperia in Community Update - June 2025
Hype! Lots of great work, well done!
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Xamos liked a post in a topic by Easy in Community Update - June 2025
Ty for everything! looks amazing
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Xamos liked a post in a topic by Majora in Community Update - June 2025
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Patch Release: Primordial Fire
In our last Community Update we announced our first season, scheduled for a release in June. We are excited to share that our first season goes live today!
This is one of our biggest patches yet, so we have a extra long Community Update diving into all its additions, alongside the patch notes.
In this year's player survey the number one request was for more reasons to login and play the game. Once the initial rush of excitement and progressing through achievements wears off the game provides the player little reason to continue past the 45 minute mark when they get their daily booster discount. Additionally, while more achievements are good, the issue is that once we hit a critical number of achievements they no longer funneled players towards the same content to make matchmaking easier, especially for campaign achievements. Our solution to these problems is a season system focused around 1 or 2 factions at a time with time-based challenges.
The seasons system is based around approximately 30 challenges that the player will complete over a 4-month time period (in this case June 1st to September 30th). Here are all the rewards you will be able to earn during our first season!
These rewards are placed among our new season progression track. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. Here is the full progression track for Season 1:
Nearly every challenge has deckbuilding restrictions based on the season theme, encouraging players to try out a new faction for the season duration. Completing challenges rewards points which are used for unlocking card, booster, and cosmetic rewards. Each challenge can be completed on either advanced or expert difficulty, with expert providing more points, allowing players of all skill levels to participate. Each season will have a few cards exclusive to the season (but which after the season ends will be available in boosters like normal) as well as a number of cosmetics. We put the card and booster rewards early in the season progress to ensure that players who might not be able to play as much, or who are lacking the correct faction cards to do harder challenges, will still get access to the gameplay rewards while cosmetic rewards, including the season promo, are farther in the season progress.
We hope that this system will give new and old, highly active and semi-active players alike a reason to log in and keep playing. We intend seasons to be an ongoing feature with new content every 4 months. Given this is our first iteration, we expect that not everything will be perfect, and we are looking forward to hearing your feedback on how to improve the feature to make it a truly enjoyable experience for all types of players.
To get started with Season 1, go to the new in-game icon shown above which opens the Seasons window.
• Infected Map of the Week - Map Modifiers (BETA RELEASE) This patch also sees the anticipated (beta) release of Map Modifiers.
Infected map modifiers was originally a player suggestion over 3 years ago which we loved but did not yet have the means to make happen. Since then, it has been one of our most anticipated internal features and we are glad to finally bring you the Beta release. Map modifiers are global effects which apply to the player or to the NPC enemies, often with significant gameplay changes. In the current Beta form, these modifiers infect one campaign map and each random PvE level with the same modifiers for a week. Similar to the existing Map of the Day this creates a new Infected Map of the Week feature.
Infected maps are an opt-in feature, you will never be forced to play them. They are intended to provide endgame content for players whose skill level has outstripped the current expert experience while also providing twists on advanced maps for less skilled players. A player only needs to beat an infected map, either the chosen campaign map or its equivalent difficulty in random PvE, once per week to get the full reward. Modifiers provide season progress and Relics (see next section) when completed on either advanced or expert difficulty, with more rewards given when beating the infection on expert.
As part of these changes we have remade the map codex in-game to provide information related to the Map of the Day, the Infected Map of the Week, and PvP Happy Hours. Eventually, we plan to add a large collection of modifiers, both positive and negative, which players can freely apply to any match and game mode to provide near endless gameplay possibilities.
Please note this is a Beta release!
While we tried our best to test each modifier, we expect individual modifiers as well as certain modifier combinations to be unbalanced and we ask for your aid in helping us rebalance them! Additionally, we would love to hear your suggestions for future modifiers, positive and negative, that you think would be good additions to the system.
• Relics and the new Relic Shop We already talked a bit about Relics in our last community update. Today we dive deeper into the new shop where you can spend your hard earned Relics.
As part of our new Seasons and Infected map features we are introducing a new in-game currency called Relics. Relics can be earned from completing season challenges and beating the Infected Map of the Week. Once earned, Relics can be used in our new Relic Shop, which can be found in the Season's window.
In the Relic Shop players will be able to purchase exclusive cosmetics, NPC enemies, and cosmetic rewards from previous seasons. For now the only thing available in the Relic Shop are NPC bosses and buildings. Once purchased, these enemies can be found under a new "Enemies" tab in the deckbuilding menu. From there players can summon them freely in the Forge, allowing players to create epic battles or test specific strategies against the game's classic enemies. Eventually all NPC enemies will be available for purchase from the Relic shop. As already mentioned, cosmetic rewards - including the promo card from each season - will be available in the Relic Shop after that season concludes. This will allow players who miss a season to still purchase their favorite seasonal cosmetics. But be warned, it will be much easier to earn the cosmetics within a season than to purchase them all after a season concludes. Given that Relics are a new currency we expect to do some rebalancing as players start to earn and use them.
Relics are intended as a currency which provides long-term progression to the game in a way that has currently been lacking. As part of this, we will be adding some expensive exclusive cosmetics to the Relic Shop which will act as a means for players to show off their veteran status. The first part of these exclusive rewards are a set of progressive borders which players will earn for every 50 Relics they spend. Each color has three levels marked by stars along the top and the colors directly correspond to the PvE and PvP rank progression in-game similar to our recent progressive banners which can be earned by speedrunning Unexpected Visitors.
Some people might question why we are adding a new currency instead of repurposing Gold. The reason for this is because we do not think Gold is a salvageable as a currency at this point. When we first released the game, we made the mistake of not giving gold a proper gold sink. Additionally, gold is an uncapped currency in the sense that players can play all day and continue to earn the same amount with neither a soft nor hard cap like has been built into BFP. It has now been 4.5 years since our official release and some players have accrued tens of millions of Gold pieces. We simply cannot balance Gold when we would have to account for these veteran players as well as new players who have no gold reserves. If we were to create a deep enough gold sink to allow veteran players to use up all their gold we would end up gatekeeping new and less active players from those features for years if not permanently. Given these issues, we determined it was better to start from scratch.
• How Does It Work: Deckbuilding
In our YouTube series "How Does It Work" we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power, the Root Network, a guide on how to install the game, and the BFP & Reward System.
Another topic that often comes up is deckbuilding. Skylords Reborn can be overwhelming with its content and many expansions. In our latest video, we aim to provide a framework players can use to start building their own decks.
• Team Changes
In July 2021, Dutchy joined our team as Discord Moderator, and got promoted to Global Moderator in September. In February 2022, he took over the role of lead moderator after Pascal left the team, a role he would continue to fill for years to come.
Now with a full-time job and a fiancé, Dutchy leaves the moderator team in the capable hands of Vultagx, who will take over the mantle of lead moderator going forward. Dutchy will remain in the team in the role of HR Coordinator, handling applications and onboarding of new staff members.
We want to give a heartfelt thank you to both Dutchy and Vultagx for making sure Skylords Reborn is a fair experience for everyone.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
Current events:
• NEW - The Skylords Reborn Spring Cup 2025 - 22.06.2025 at 15:30 CEST
Get ready for some PvP action! The Spring Cup is the second of four PvP tournaments happening this year. The tournament will be hosted and livestreamed by Ultralord. Everyone is welcome to join, please sign-up in advance.
• NEW - Battle of Tactics 9 - 13.06.2025
We postponed some of the events so you all can enjoin and focus the first week on the new Content of the Patch. However, get ready for a new Battle of Tactics once the dust has settled! More info soon!
• ENDED - A Fresh New Start - WINNER REVEAL
This event will test your skill with the cards that we all start with! Beat the first single player campaign map “Encounters with Twilight” on advanced difficulty and win some great prizes! More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. 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.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a general booster: FIRE-SEAS-ONIS-LIVE
This code is valid until July 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update May 2024
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Xamos liked a post in a topic by Dutchy in Community Update - June 2025
Thanks so much for the kind words! I’m grateful to be part of such an awesome team and community. ❤️
Huge shoutout to Vultagx! I know the mod team’s in great hands!
I’m excited to keep supporting behind the scenes as HR Coordinator. Let’s keep making Skylords Reborn the best it can be! 💪
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Xamos liked a post in a topic by WindHunter in Patch #400051 - 2 March 2025
Patch #400051 - Spring Cleaning
Welcome to our newest patch. This update contains our seventeenth balance patch for the game, 4 brand-new cards, quality of life changes, and much more!
Patch Preview
Four new cards are now available! Jump in-game to collect Gate of Akylos, Power Shrine, Spirit Gate, and Bandit Hut! Many long awaited quality of life changes have been added to the game. Major reworks to several underperforming cards such as Ice Shield Tower, Mountaineer, Strikers, and Altar of Nihil. Reworked Empire and fixed two other campaign maps to streamline the player experience.
General Changes & Fixes
When using Twilight Transformation, transformed units now inherit the original unit's group, selection, and commands. Increased the maximum number of visible buff icons on units and buildings to 8. Fixed global effects not applying to units spawned by abilities. For example, this fixes Ravenheart's Ravenships not being affected by Wheel of Gifts or The Incredible Mo. Fixed an issue with Bedrock's Sculptor ability that caused its ability tooltip to disappear when multiple Bedrocks were selected at the same time. Affinity differences are now highlighted in each card's description. Each affinity has colored text corresponding to the color of the affinity element which highlights only those words and abilities which are different than its alterative affinity. Players who hover over cards with affinities in-game will immediately notice the changes. This featue can be disabled by setting "enable_affinities_highlighting" to "false" on the section "gui" of the file "Documents\BattleForge\config.json". New maps script: - "MapAudio": Audio files (flac, mp3, wav, ogg) can now be played directly from the community map folder. Reference can be viewed on https://skylords-reborn.fandom.com/wiki/Script_Information_-_Full_Reference.
New Updater - Version v0.15
Added support for game channels, you can select the channel on the top left, it will only check updates for the selected channel (main server, test server, etc.). Improved performance and added caching to update checking. Added config settings to `Documents\BattleForge\updater-config.json`. Added logging to `Documents\BattleForge\Diag\log_updater.log`. Updated Skylords Reborn logo on the top left. Improved error handling and messages. Small UI improvements. Modifiable parameter on`updater-config.json`:
`fileIntegrityCheckMaxDegreeOfParallelism`: Users can set it to 1 on HDD or slower PCs, default is Processor Count / 2. If you are using Wine on Linux or MacOS, additional dependencies are required:
`sudo apt-get install winbind` `WINEPREFIX=~/.wine32/ winetricks dotnet48 d3dcompiler_47 vkd3d`
New Cards
Bandit Hut - 120p T3 Bandit Building
You will find the upgrades for this card on the maps Blight (U1) and Into the Jungle (U2/U3).
The enemies of the Skylords have long made use of spawn buildings to reinforce their armies, and this power is now also available to Bandit loving Skylords. Bandit Hut can spawn the previously unavailable units Bandit Vanguards (Bandit Strikers) and Alpha Skyrakes (Bandit Mana Wings), up to a population cap of 150. This will allow the player to quickly spawn in an army of weaker Bandit units to supplement their main army. Now Skylords can give their enemies a taste of their own medicine with their own attack waves!
Gate of Akylos - 200p T3 Lost Souls Building
You will find the upgrades for this card on the maps Empire (U1) and Unexpected Visitors (U2/U3).
Similar to Soulstone, Gate of Akylos was a card that got stuck in development hell as we faced substantially more implementation issues than initially expected. We are excited to finally share it with our players. Gate of Akylos is a global revenant support building. Its abilities focus around lengthening revenant duration and extracting revenants from existing Lost Souls units. We hope that Gate of Akylos, as well as the changes to other revenant support cards in this patch, help to make the revenant playstyle more accessible to the general playerbase.
Power Shrine - 140p T2 Amii Building
You will find the upgrades for this card on the maps Convoy (U1) and Into the Jungle (U2/U3).
Ever since we nerfed Shrine of War to require 2 Fire orbs, similar to all other void shrines, rainbow decks have been without a source of consistent void return. Power Shrine fixes this issue. Power Shrine is a T2 global Amii void shrine that allows players to play cards directly out of their void power. With each activation, each member of the Amii player's team will be able to use void power to play their next 3 cards. This card-based approach means Power Shrine will scale well into the later game as player card costs increase in higher tiers.
Spirit Gate - 70p T2 Amii Spell
You will find the upgrades for this card on the maps Sunbridge (U1) and Unexpected Visitors (U2/U3).
Nether Warp has long been the only source of teleportation that is both reliable and flexible. Spirit Gate adds a second strong teleportation option but with its own twist. Unlike Nether Warp, Spirit Gate is a unit-ability granting spell, similar to Tectonic Shift and Infernal Chain, which gives individual friendly units the ability to teleport to sources of own ground presence in a 75m range. Given the fact that it can be applied to friendly units and not just own units, a friendly Amii player can now grant every player on their team the ability to teleport their armies around the battlefield. Happy warping Skylords!
Game Balance Changes
[ Tier 1 Card Changes ]
Ice Shield Tower:
1. Power cost: 50p ➜ 80p
2. Ice Bolt damage: 66, up to 100 in total ➜ 72, up to 108 in total
3. Ice Shield:
A. Change from active to auto-cast (30m range).
B. Ice Shield strength: 880 → 660
C. New Description: "Every 20 seconds, tower applies an Ice Shield to a friendly unit that absorbs up to 660 damage for 30 seconds. Has a range of 30m."
4. Ice Field (new passive ability): Ice Shields within a 25m radius of the tower do not run out. Cannot be disabled by spellblocking abilities.
Frost T1 has a lot of building options and Ice Shield Tower has long struggled to find its place. We are reworking the card to make its Ice Shield ability into an auto-cast as well as adding a new passive ability that prevents Ice Shields from expiring in the area around the building. This should hopefully make it a compelling choice in defense situations where you have lots of time to build up shields for defending units.
Soul Splicer (r):
1. Infused Necromancy (r) damage boost: 50% ➜ 70%
Snapjaws:
1. Power cost: 75p ➜ 65p
Strikers:
1. Power cost: 90p ➜ 75p
2. Damage: 780 dp20 ➜ 600 dp20
3. Life points: 600 ➜ 420
4. Unit counter: M-counter ➜ S-counter
5. Charge damage: 30 ➜ 20 damage per squad member
6. New passive ability “Bloodthirsty”: Unit regenerates 15 life points per second over the next 4 seconds per every 150 damage it deals.
Ever since their looter nerf, Strikers have been languishing without much use in either PvP or PvE. We are therefore completely reworking them. On maps where hit-and-run tactics are favorable and where there is a lack of early flying enemies, our testing has shown the new Strikers to have a comparable or even superior performance compared to Nomads. The new Strikers will give Fire T1 players yet another starting unit option.
[ Tier 2 Card Changes ]
Altar of Nihil:
1. Orb cost: Shadow, Neutral, Neutral (T3) ➜ Shadow, Shadow (T2)
2. Power cost: 110p ➜ 50p
3. Life points: 990 ➜ 670
4. Complete Rework, Nihilation:
A. Description: Activate to create a corrupted zone of 25m around the building where summoning friendly units requires 85% less of the usual power costs but causes all summoned units to irrevocably die after 20 seconds. Does not affect flying units. Lasts for 30 seconds. Reusable every 60 seconds.
Altar of Nihil was originally designed to support cards like Wrathgazer or Cultist Master in PvP. It was a niche strategy in the past until Voidstorm got moved to T3. A global map reset paired with void removal created arguably the the most uncounterable and overpowered late game PvP combination the game has ever seen. As a result, we had to remove the strategy entirely by nerfing Altar of Nihil into the ground. Since then, the card has maintained a 0% play rate in every game mode.
As the previous ability was not salvageable due to the interaction mentioned above, we redesigned Altar of Nihil entirely. The new ability is supposed to bring more strategic depth to Shadow's card arsenal by synergizing with its sacrificial elements. We also moved away from a purely harmful effect to open up PvE usage. We will keep a close eye on the card's balancing and adjust numbers in the future if necessary.
Global Warming:
1. Both affinities now speed up own Fire units by 25% for 20 seconds.
This change will give Global Warming more flexibility, making it better able to justify itself in taking up a deck slot.
Mountaineer:
1. Life points: 1350 ➜ 1140
2. Bombard damage: 220, up to 330 in total ➜ 80, up to 120 in total
3. Glacier Shield now refreshes unconditionally every 12 seconds.
4. Icing Up Rework:
A. Charges: 100, up to 800 in total ➜ 80, up to 400 in total
B. Charge tick speed: 1000 ms (1 sec) ➜ 3500 ms (3.5 sec) - Aligns with the attack speed, so the unit gains 80 charges every 3.5 seconds.
C. Charges are now converted into 200% damage.
Mountaineer now generates charges overtime which are then converted into damage, similar to the way Death Ray's corpse mechanic works. This gives Mountaineer more damage at the beginning of combat, but his damage over time drops sharply if he remains in combat for a long period of time. The idea is that the unit should maintain its hit-and-run playstyle but without the buggy shield interaction which would stop the unit from attacking whenever the shield recharged. As regards the Ice Shield, it now recharges unconditionally similar to Avatar of Frost's shield which should help with Mountaineers overall survivability.
Portal Nexus:
1. Explosive Death: Friendly entities ➜ Friendly units
This change should make it easier to place and use Portal Nexus without negatively affected the strategies that use the card to kill own and friendly units.
Shadow Mage:
1. Foul Play health damage percentage: 400% ➜ 500%
Shrine of Greed:
1. Enemy void return percentage: 50% ➜ 25%
Revenant's Blessing:
1. Charges: 12 ➜ 20
2. Cooldown: Reusable every 20 seconds ➜ Instantly reusable.
As part of the release of Gate of Akylos, we are touching up a few revenant-based cards to help buff up the playstyle. This change is intended to make it easier to keep unbound revenants alive without bringing both affinities of Revenant's Blessing, saving the player an important deck slot.
Tranquility:
1. Soothing Whispers:
A. Damage buff: 30% more damage ➜ 35% more damage
B. Healing: 50 life points every 2 seconds ➜ 7% max life points every 2 seconds
2. Foreboding Whispers:
A. Damage debuff: 30% more damage received ➜ 35% more damage received
With these changes, Tranquility should scale well as a single-target buff even into T3 and T4, giving the player a better reason to include it in Amii decks.
Twilight Curse:
1. No longer blocked by mind control effects.
Players can now mind control enemies, such as with Amazon, and use Twilight Curse to transform them.
Twilight Minions:
1. Gifted Incentive (g) damage boost: 30% ➜ 50% more damage by friendly Fire, Nature, and Twilight units
2. Infused Incentive (r) damage boost: 65% ➜ 75% more damage by friendly small units
Encourage use of Twilight Minion's transformation effect, especially alongside the new Twilight Archers card.
[ Tier 3 Card Changes ]
Healing Gardens:
1. Ritual of Recovery duration: 45 seconds ➜ 60 seconds
Players can now keep Ritual of Recovery active 100% of the time with only one Healing Gardens.
Lost Grigori:
1. Disintegrating Shock:
A. Ability power cost: 100p ➜ 70p
B. Cooldown: 30 seconds ➜ 20 seconds
C. Can no longer disintegrate XL units
D. Lost Grigori now regenerates 180 life points per sec while channeling disintegration.
Lost Grigori presently struggles in both PvP and PvE. We are tweaking its disintegration ability in an attempt to breathe some life into the card, especially in PvE. We are removing the ability to target XL-units to prevent PvP abuses, while at the same time giving it a cost reduction and cooldown reduction. Most importantly, Lost Grigori now heals itself while disintegrating enemies, meaning it can self-sustain without a need for other support cards.
Razorleaf:
1. Damage per leaf: 34, up to 51 in total ➜ 30, up to 45 in total
Despite being a T3 unit, Razorleaf is stronger than most T4 defenses. The card has always been strong and it has received numerous indirect buffs as we have buffed other Nature cards around it. While we want the card to remain a strong endgame defensive option, even into T4, it currently stands too far above its competitors so we are chopping off 10% of its total damage.
Twilight Bombard:
1. Damage: 420, up to 630 total (2100 dp20) ➜ 460, up to 690 in total (2300 dp20)
2. Life points: 2660 ➜ 2920
Despite previous buffs, Twilight Bombard is still struggling to find its place among Twilight's T3 defense options. We are giving it a 10% buff to both its damage and life points to make it more efficient for the power cost.
[ Map Changes ]
Ascension Map 3:
1. Map 3 of Ascension is now playable even when one side of the map has no players. This will allow players to play this map solo.
2. Map 3: Allow players from the respective other side to also take control of the portal devices with nearby ground entities.
The Insane God:
1. Fixed a bug where a Seeker would instantly turn into a Guardian if it was killed while transforming.
2. Urzach's Seeker: Added an indicator to the visual effect of the transformation ritual and hide both if the ritual is interrupted.
Empire:
1. Reworked Magic-Devices:
One of the more annoying things in Empire was the clunky Device-logic. Before this patch, only one player (per side) could teleport the Red-King to his timeline. Now every player is able to teleport the Red King back and forth.
2. Reworked Ritual:
We added a few visual indicators to hopefully make the ritual more understandable.
3. Removed Player-Limit:
As soon as one side of the map had no more players, the game ended. This restriction caused games to end, which could have been successful even without the other side of the map present.
4. Minor changes:
We also made a lot of miscellaneous changes. These range from small things such as incorrect map outcries to larger, more game-breaking issues like Jorne's allies blocking his path and thus blocking the game from advancing.
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Xamos liked a post in a topic by UltDragon in Patch #400051 - 2 March 2025
Hotfix
02 March 2025
Extended support for Windows 7.
03 March 2025
Fix some cards having wrong affinity highlighting. Bedrock: Active ability Sculptor: Change activation icon resolution from artwork to icon. Fixed an issue that displayed the wrong affinity description. Summoned Stone Launcher: Change card icon resolution from artwork to icon. Fixed the status bar description to correctly reference the summoning spell. Fix an issue that caused the building to construct over time instead of appearing instantly. Power Shrine: Fix non-EN U3 upgrade template. Fixed non-EN displayed English name spacing formatting.
05 March 2025
General:
Remove upgrades of the unreleased Treasure Wagon from the respective maps. Fix Twilight units ending up in another player selection when transforming. Remove maps random generated and Yshia from the ranked pool. Fix players getting stuck when comparing profiles sequentially. Cards:
Spirit Gate: Active ability Exitus: Add loop effect on the unit affect by the spell. Remove default teleport sound and effect. Increase effects volume. Altar of Nihil: Fix its delayed death affect applying to Revenants. Gate of Akylos: Ethereal Anchor: Fix interaction with Lost Manabeast, where Immortalize didn't reset the ability to its full duration. Fix interaction with Lost Banestone and Revenant's Blessing, where if a Revenant duration weren't extended if it spawned inside the area of effect. Soul Extraction: Fix interaction with The Incredible Mo debuff immunity, where it was possible to extract multiple revenants from a single unit. Lost Dancer (Fire): Add daze immunity to its revenant.
10 March 2025
Fix achievements "Win matches where your first monument is X" not progressing
11 March 2025
General:
Potential fix for crash with message "is not a squad" while using twilight transformation. Fix file "custom_filter_extensions.json" having multiple "starter" tags, players will have the clean it up manually. Remove multiple logs message about "global_ability_on_entity". Cards:
Bandit Hut: Active ability Summon Vanguards: Summoned Vanguards' passive ability Gang up!: Now properly works with itself and other Marauders' Gang up!. Improved description and status bar description to be more consistent in German. Thugs, Strikers and Rageclaws: Passive ability Gang up!: Improved description and status bar description to be more consistent in German. Altar of Nihil / Fleshbender (Fire) / Fleshbender (Shadow): Active ability Nihilation / Infused Infection / Tainted Infection: Can no longer be activated while Fleshbender or Altar of Nihil is already active. Shrine of War: Fix name to be more consistent in French. Blood Healing / Soul Shatter / Voidstorm: Improve description to be more consistent in English. Lost Horror: Update texture to be semi transparent. Lost Archers (NPC) / Lost Orcs (NPC): Update colors and textures to be semi transparent. Burrower / Twilight Bug (NPC): Fix texture alignment, should look better now.
17 March 2025
General:
Map script CardBlockAdd: Fix improperly blocking all card when the player tag is not found. Twilight: Fix crash when selecting a building while a twilight unit is transforming. Cards:
Bedrock (Frost) Active ability Blessed Sculptor: Add building circle preview. Add collision check against other buildings. Summoned Stone Launcher (Frost): Add spawn beam effect. Bedrock (Shadow): Active ability Tainted Sculptor: Add building circle preview. Add collision check against other buildings. Summoned Stone Launcher (Shadow): Add spawn beam effect. Lost Souls: Add missing daze immunity to the following Revenants: Lost Vigil, Lost Reaver, Lost Manabeast Active ability Revenant's Doom: Move to the end of active ability list on the details UI. Spirit Gate: Fix presence check not working on Revenants. Reduce presence check range to 10m.
22 March 2025
Gate of Akylos: Fix being able to activate Revenant's Doom after the Revenant has been extracted. -
Xamos liked a post in a topic by Hrdina_Imperia in Patch #400051 - 2 March 2025
Patch time! And some love to underperforming buildings and units, awesome.
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Xamos liked a post in a topic by Laertes in Shadow Phoenix, still dominating PvE?
for 10s phoenix is still ubiquitous, used in the main deck for teaching new players, right?
Anyway, I think Windhunter has the right idea, there are so many units and strategies that are *worthless* for clearing the t3/t4 camp in 10s. I'd like to see some of those made useful before anything gets nerfed. I thought it was kinda telling and unfortunate that Kapo has to use nomad/mine/phoenix and infect/frenetic in his off meta series just to avoid potentially being a burden to his allies.
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Xamos liked a post in a topic by Rankerz in Shadow Phoenix, still dominating PvE?
Hi all,
Just trying to catch up after more than a year being away, and I see a lot of changes have happened regarding PvE-dominating cards
The biggest ones I have noticed:
Nightguard mindcontrol rework
Breeding Grounds cost increase
Shrine of war orb change
Batariel damage buff nerf
Also changes regarding various Expert maps starting power and stuff like Convoy Walker timer
I was excited to see how this impacted the meta, and seems like one clear outliner is still dominating most of the maps: Shadow Phoenix
The AoE nuke damage while being unbound power is not something any T2 card or combo is even close in my eyes, regardless how many buffs other cards have received
Is there any plan to change this card in the future or is it fine and I'm being too narrow thinking here?
(I was searching for a topic on this forum about Phoenix but not much discussion I have found)
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Xamos liked a post in a topic by Deadman in Iron League - Tutorial Deck Runs
bold of you to assume we have homes or friends
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Xamos liked a post in a topic by Kapo in Iron League - Tutorial Deck Runs
Dont try this at home. Dont try it at your friends house. Just leave it alone.
This took forever, with so many tries to get the strategy worked to reach the final island - just to get trashed there so easily by what is awaiting. I hope if anybody else ever did this before, they found a better strategy, this is just madness.
But after a while - and this means weeks of trying - you get to the point where you dont need good RNG, just not bad RNG (speaking of Ravenship spawns).
And then you have to find out the hard way how the final boss spawn mechanic works, and it always takes an hour to have a shot at it - if you even make it there. With bad Ravenship spawns in between, where you waste more time.
I will not get into all other details. Just. Let. It. Be. You will waste so much time. You have been warned.
TD Oceans.pmv
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Xamos liked a post in a topic by LoganOn in New card ideas and suggestions - Megathread
Upgrading Amia's deck. Combination of several types of units.
Werebeasts + Swiftclaw + Deep One
Model Usage - Single model from card Werebeasts, respawn as 1 werebeast 2x bigger than original + new darker skin.
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Xamos liked a post in a topic by Kapo in CCC#11 - Meme-fy BattleForge
The contest ended! The jury will start their deliberations these days.
Bad news first: Though we got 19 submissions - some of them are really awesome - they came from only 12 different participants, so we sadly missed the mark for a Booster code. Creative contests always draw fewer participants, but I'm still already happy with the results, and the Discord will be populated with some really cool GIFs very soon. 👍
Not the contests many people wanted, but the contest we needed 😉
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Xamos liked a post in a topic by Majora in Community Update - July 2023
It has become quite common in gaming communities these days for players to get angry and feel ignored if their feedback doesn't get implemented. But being loud and frequent, doesn't equal being right. I have noticed some players only feel listened to if their feedback (and as RadicalX mentioned, definitely not always constructive feedback either..) is implemented at is. Anything else will be considered ''we don't listen to the community''. That is not what feedback is. Feedback is data, and we use that data to make decisions. If, for example, 10 players dislike a change, but 200 players like it, we tend to lean towards the 200. If you are among those 10 players, it can feel like we aren't listening to you, and that sucks. But just because those 200 players aren't as active in the discussion, doesn't mean they aren't playing the game and should be disregarded.
This does not mean our changes are always based on the majority vote. There are multiple situations or reasons why a change (doesn't) get made, like technical limitations, a change we have to make for other changes to happen, feedback conflicting other data we see, and more. But there is always more at play than player X saying Y, and if we do not implement Y, we are not listening to the playerbase. If no one likes a change, we are obviously not going to make it. We are not actively trying to ruin the game.
It is also worth noting that almost every change we make will be liked and disliked. Some players get frustrated if we make changes that result in Skylords Reborn drifting away even more from the original BattleForge, while others love to have new tools and gameplay to enjoy. We might change a niche card, causing more players to play and enjoy it, but disappointing the minority of players who played the original card in their deck. We might nerf a card because its clearly over-performing, limiting the number of options and making the game feel same-ey, but frustrate the players who like playing these powerful decks. All we can do is gather as much data as we can, and make informative decisions based on it. And sometimes we might miss the mark. We are not perfect after all. But some players still bring up a mistake we made (and fixed) two years ago as an argument of us not caring about feedback, which is just absurd. Creating and analyzing these yearly feedback surveys cost a ton of work. We don't do that to keep up the image that we care about feedback, but secretly disregard everything the community has to say for... profit?... It makes no sense.
If our team and the decisions we made caused some players to enjoy the game less or even leave, that makes me sad. At the end of the day we are all here with this revival project because of our love for BattleForge. But insulting and harassing staff members because you disagree with their decisions (which has sadly been happening recently) is never okay, and is arguably harming the team (and thus the project) a lot more than some changes we make that might be unliked by some.
To end on a positive note, I agree with RadicalX that the majority of this playerbase is awesome and helpful, and im grateful to be in it.
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Xamos liked a post in a topic by RadicalX in Community Update - July 2023
Most of the recent/upcoming content is based on community requests, the card contest, balancing discord, forums, our 2022 feedback survey, or just general play-data. We do not ignore constructive feedback by any means, we sometimes just lack the resources to implement ideas quickly, even the ones that are undeniably good for the game. We always need feedback aimed at improving ideas or proposals, helping us to ultimately make better decisions for the game.
The responses that some of our staff members have received from a very small group of players have been insulting rather than constructive though. The fact that this has happened repeadately with almost every card nerf only serves to reduce our willingness to engage with said members. However, this does not affect our attitude towards the community as a whole, which has been extremely helpful.
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Xamos liked a post in a topic by Riviute in Community Update - July 2023
Thanks @Majora for your explanation. I was also there when the servers were shut down, so I know the feeling, i think its also nice for the devs to look back and think about what you've achieved so far. The game is currently imo in the best state it has ever been in. Very inspiring what you guys are doing, looking forward to everything you have planned.
Oh and of course, thanks for everything!
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Hrdina_Imperia liked a post in a topic by Xamos in Community Update - July 2023
That´s what I thought as well xD
This one should then have another different Layout, where 2 players start next to each other and have to have decks that complement each other to deal with the differet kinds of enemies - that would be cool
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Xamos liked a post in a topic by Majora in Community Update - July 2023
Can't talk for the whole team but:
Love for the game. Me and most of us were there when the original servers were down, and I was pretty devastated about it, having wonderful memories of playing it with my brother, ex girlfriend and friends. Its quite rare (especially for an online-only game) to be revived, so I personally count my blessing to be able to enjoy it once more.
Potential. This game is super unique. I have not encountered anything like it. While it has some issues because of this (how on earth do you market this?) I still fully believe in what this game has to offer, and still hold on to hope that sometimes it will be discovered by the right group of people.
New players. We still have an influx of new players coming in, either returning from the EA days, or finding the game as its own thing. This is not a case of a group of people slowly dwindling, there are people coming in and going out.
Non-active players. While active players go up and down, there is still a large number of players with warm feelings towards Skylords Reborn, as we tend to see with, f.e. the Yearly Feedback Survey. As was mentioned in this topic already, we also see numbers go down a bit during summer time in general. I also don't expect people to continue playing daily for 2+ years straight. There is only so much content to experience and replay. But most of them keep a close eye on the project and return for big patches or other exciting changes. Leading to:
Upcoming new Campaign Maps. When I joined the team, one of my first pushes was for new cards to enter development. The team achieved bringing back BattleForge into a playable state, but if we wanted it to not face the same fate, we had to keep improving on it, and the easiest way to communicate new stuff is new cards. But new cards only do so much for time spend playing the game; we need people to actually have new content to play. Achievements, rPvE Nature and Fire and the upcoming 9.5 difficulty are good examples of this (and previously mentioned Map Modifiers will also do a ton for replayability) . But the biggest ask from the Community has been New Campaign Maps. We still have this up our sleeve, and I fully expect a lot of those non-active players will return to take a look once we start releasing them. Non-active players need a hook to come back, and I expect this will do the trick.
The Community. Skylords Reborn has an amazing community. Its a bit of a cliché for a Community Manager to say this is the best community to be in, but honestly, the absolute majority of our players are amazing! When things get rough, I sometimes take a look at the kind words our players mention in f.e. the Survey. At the end of the day, everyone is grateful for all the hours we pour into this, and its important to remember this.
Though I will admit, sometimes I wish some players remember a bit more that we do this in our free time as well 😅 There have been a couple of moments where some of our teammembers, myself included, got very demotivated by the way certain players expressed their disagreement. So to everyone reading, if I could ask for a single favor to keep the motivation up for both me and the team; please keep in mind we are all volunteers. We do not get paid, yet we show up day after day, working on the game while we have a lot of things to deal with, both in Skylords Reborn and outside of it. Most of us combine the hours we pour into this game with a job, study, kids, marriage, etc, to the point where we don't even have time to play the game we put so much hours in as much as we would like. We love the game, and want to see it succeed, and for that we absolutely want to hear your feedback, we create this game for our players after all. But be constructive, and be kind. It really goes a long way for our motivation and the health of the project.
Thank you for being a part of this game. ❤️
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Xamos liked a post in a topic by Kapo in May 19th - Patch Feedback
Thoughts on the many quality of life features released with the patch?
I think you almost take away from them by calling those things QoL features, because some of the improvements touch the game to its core (like the solo pausing). I know card balances are mega important, but from a player perspective, since the magical UI dev started to work, the game got SO MUCH BETTER.
New card feedback
Maybe I don't understand where it's meant to be used, but I find it so underwhelming that I'm quite sure I'm missing something. It looks great, but I dont see the use-case. Especially, the wind-up time of 5 seconds feels incredibly long. I would lower that significantly, but If this is needed for PvP reasons (?), then maybe add a damage component or debuff for those units that got caught.
How does Nature rPvE feel? June MotMs will be set to Nature if you have not been able to play it much yet.
Great. Stranglehold is a real pain, but it makes the first camp unique that you have to work around that. Voices that say it needs to be removed just want to keep playing the same as they always did on a different preset, so I think it should stay because it gives you something to do. If you have no idea besides getting one unit strangled to death, so be it, when you focus the Stranglehold down only one unit will die.
I agree on already stated feedback (on Discord I think?) that some bosses still need a special something, especially the Elder, the Wyrm and the Razor. For the Razorleaf I would suggest that the boss heals more the more support it receives, to force players to destroy at least a part of the root structure first before being able to kill him. That's more interesting than just buffing its damage.
And one small detail, the root nexus is sometimes placed so weirdly in the early camps that XL-units can't attack it.
Opinions on balance changes?
We tried to add several improvements to T1 & T2 through both buffs/reworks and reducing card orb requirements
I think it was a great idea, especially Wallbreaker and the nexus support on T1.
Current balance between the various void return methods
I was an advocate of the SoW change from the start, and I'm glad it happened. But I was reading on the lack of void return on rainbow decks. Maybe something can be done about this, Sunken Temple + Furnace was mentioned, but that doesn't feel right to me. Maybe something else can be explored? Furnace is fine, but the Temple just feels wrong.
How does Stonekin feel post-patch?
Do towers feel like they are in a good place (minus the still-pending changes announced months ago) All in all, a great patch.
The thing the bothers me the most right now are performance issues that seem to be connected to the UI. After the game has been on for a while - no matter if active playing or just running in the background while I'm working, the menu where you place yourself at a map position gets abysmally slow. Sometimes I forget to restart for a while, try to join a rPVE 9, and after I joined the match, until I am able to click anything more than a minute has passed in a frozen state and all spots have filled up already.
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Xamos liked a post in a topic by bergerb in Patch #400042 - 19 May 2023
You guys are really putting some hard work into this, amazing! 😁
So many new amazing features, and still some people feel the need to bitch about stuff, it sickens me.
AMAZING WORK!!!!
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WindHunter liked a post in a topic by Xamos in Patch #400042 - 19 May 2023
Amazing work guys! Love all the changes, my favorite QoL addition is the Pause function 😄
The balance changes are really good too (and in contrast to some others posting here I really like the change to Shrine of War and Breeding Grounds)
It's really epic that you also listen to the community and even add another feature I suggested - to nox Carrier "push the cart" 😄
And the QoL to frost mage is very nice too. And the tower changes. And you even managed to actually implement the new reassemble ability to Abyssal Warder? You guys would really deserve to actually get payed for all this work 😄
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Xamos liked a post in a topic by WindHunter in Patch #400042 - 19 May 2023
Since I have now seen this a few times: Frost Mage was not nerfed. We fixed the knock back bug it has had since game release. This is at minimum a bugfix, at maximum a buff.