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MrXLink

Community Manager & Designer (Retired)
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Posts posted by MrXLink

  1. Go to your My Documents (C:\users\<username>\Documents\BattleForge) folder, and find config.xml. Open it with Notepad or any text editor.
    In the 3rd line of the file, there should be "fullscreen", "screenheight" and "screenwidth" options. Change their accordingly to your screen resolution. In your case, if you were to want a fullscreen game at 1228x690, you can change the values to:

    fullscreen="1" screenheight="690" screenwidth="1228"

    Then, save the config.xml file and start the game normally through the updater. This should run the game in your custom resolution, and scale the UI accordingly.

     

  2. 19 minutes ago, Urgonar said:

    Very nice list but I found a few mistakes:

    - Lightblade (Shadow) is missing, instead there are 2 Lightblade (Fire) listed (Convoy and Blight)
    - Decomposer is completly missing
    - Nox Carrier (Fire) is missing while Nox Carrier (Frost) is listed which is non-existent (Bad Harvest)
    - Stone Tempest (Frost) is missing while Stone Tempest (Nature) is listed which is non-existent (Convoy)

     

    For the following cards only u2 and u3 are avaiable on Advanced only Maps but the u1 on other maps are missing:

    - Frost Shard
    - Lost Vigil (Shadow)
    - Lost Spirit Ship (Nature)
    - Sylvan Gate (Frost)
    - Evocator's Woe (Shadow)
    - Soulshatter
    - Grim Bahir (Fire)

     

    Last thing is that you have a copy of the 4 player maps list in the sheet in colums Q:X which does nothing.

     

    Thank you for your effort and see you in the forge :hype:

    I'll make sure to look into that soon, thank you for spotting those!

  3. On 9/10/2018 at 2:58 PM, Theprior said:

    I have a strong feeling that this isn't the real FarRockBF from YouTube, there's no way he would act like that about this game and not have the common sense the understand what a stress test is. Probably a troll trying to give the real FarRockBF a bad name.

    You are correct in every way. Try not to feed it.

    EDIT: I retract that statement, I do actually believe that this is the actual FarRock, and the latest multiaccounting and toxicity issues have thrown me off guard. Terribly sorry.

  4. Greetings, Skylords, Skyladies, and Skyfolks!

    Several years ago, I have asked you all for feedback on integrating a new Loot List (Where upgrades drop) in the game in this thread: 

     

    Giving the community 4 different options, it's impressive to say that almost 75% of the community wants different loot lists, so I have heeded your words and compiled a new list, based on the following regulations:

    • Due to popular demand, the main priority of the loot is thematic value; Loot will drop as much as possible in maps where you'd expect them to drop, and where it would make sense. This means a ton of lost units drop in Empire, and a lot of bandit units can be found in Blight, for example.
    • Secondly, rare rewards are more likely to be found in more difficult maps (think Behind Enemy Lines, Guns of Lyr, Dwarven Riddle, etc.)
    • Starter Deck card upgrades will drop in earlier maps, so that you don't have to unlock an entire sequence of maps in order to get a few starter cards upgraded.
    • Wherever possible, I have tried to take map popularity into account, but due to lesser votes, this has not been the priority
    • Rarity distributions per map are completely disregarded. The community has voted for thematic value and popularity, so it could very well be that some maps are way more rewarding than others.
    • 12-Player maps will be completely removed from the loot system and reward gold only. Tutorial does not award any upgrades.
    • Aside from the Advanced/Expert-only maps, All upgrades will drop consistently on the same map. Advanced/Expert only maps have their U1 upgrades scattered across other Standard maps, but all other maps will have the same loot no matter the difficulty.

    The loot list is currently set and is very unlikely to be subject to change anytime soon. If it changes in the future, we will let you know!

    You can find the current loot list over here:
    https://docs.google.com/spreadsheets/d/1oMsqJ1IMx8hied3W1ZRtQ5YbpgD2_kBezviNSmSovjM/edit?usp=sharing

    Thank you all for your help in suggesting loot list improvements, and I hope you can all have a new, fresh experience with new upgrades to get in new ways!

    EDIT: This loot list is still up-to-date and now contains upgrade drops for Lord Cyrian.

  5. Greetings Skylords, Skyladies, and Skyfolks!

    Browse the forums in order to see whether your bug has already been reported in the "Report a bug" forum board. If it has been reported already, if you have any additions, feel free to reply to said topic but refrain from creating a new one. For example, there is no need for a response to a bug thread like "I experience this problem too".

    Has your bug not been reported yet? Create a thread in the "Report a Bug" forum board and fill out the form below. Please do this as soon as you encounter a bug, so that it logs the date on the forum boards. Give your topic title the name of your bug.

    • NAME: [Enter a short title for the bug. It should be clear, and directly pointing out what the bug does. E.G. "Group Chat Inaccessible" or "Can not U3 upgrade Firesworn". Use this as your topic title!]
    • DESCRIPTION: [Provide a detailed description of the problem. What happens? When does it happen? Where does it happen?]
    • REPRODUCIBILITY: [Always try to reproduce the bug, try making it happen again. Let us know how to make this bug happen, and how often it happens! If you can't make it happen again, no worries, just let us know here.]
    • SCREENSHOT/VIDEO: [Always try to provide an appropriately named screenshot or video with the bug as clearly in play as possible. Link it, upload it, or attach it. It's not a big problem if you can't, but you are encouraged to try it.]
    • LOG: [This is really important. Attach/upload your log file! This provides us with the data we need to fix your problems. You can find your log in the Documents/BattleForge/Diag directory as _log_proxy_latest.log if you didn't restart your game yet, _log_proxy_0.log if you restarted your game once, _log_proxy_1.log if you restarted your game twice, and so on. If your game crashed, please also include the crashdata.mdmp.]
    • ADDITIONAL INFORMATION: [Any other notes go here, such as possible fixing suggestions, ideas, etc.]

    An example for the bug will be posted at the end of this post.

    Do not report bugs solely through Discord, Facebook, or any other medium. We want all reports securely in one place, which will be the "Report a bug" forum board, and nowhere else. In the end, all bug reports that have not been logged there may as well be disregarded.

    Here's an example bug report:

    Spoiler

    Topic title: Disconnect once loaded into Forge

    NAME: Disconnect once loaded into Forge
    DESCRIPTION: Every time I log in, the game starts loading. When the loading bar on the loading screen is filled, it takes a few moments (~10-20 Seconds) before I get a disconnect notice. Once I get this notice, I can see the chat, users and my account image alongside the disconnect notice. Please see the attachment below.
    REPRODUCIBILITY: Always happens. To make it happen, just attempt logging into the game.
    SCREENSHOT: https://gyazo.com/bc136cfd1e8827d193378e920a5a84da
    LOG: log.txt
    ADDITIONAL INFORMATION: Might have to do with my account being outdated, would suggest an account reset.

    Feel free to report your bugs here and only here. Our subforums are meant for developers to have a proper bug backlog, and cannot be used by regular users, only viewed. Abuse of this section is not tolerated. Please abide by the bug report template; it will speed up the fixing process! :)

    Mind that some bugs are inherent from the old game! Things like card descriptions, animation bugs, card ability bugs, and pretty much anything that is wrong with the game files rather than server communications. These bugs are Client-sided. There is a special client-sided section in the bug report section; new bugs that are considered client-sided will be moved here if the developers consider it to be.

    You can create a bug report topic by clicking here, make sure to follow the above instructions: https://forum.skylords.eu/index.php?/forum/41-report-a-bug/&amp;do=add 

    That being said, thank you for making the world of Nyn a safer, more stable place! Your reports are most appreciated, and we'll do what we can to help out and put your feedback to good use!

    Hel and Metagross31 like this
  6. Greetings, Skylords, Skyladies, and Skyfolks!

    In order to best help you out with any issues you may be having with your game, please read this topic and follow its instructions where needed, BEFORE making a thread of your own! This thread will provide you with some troubleshooting and some solutions that might help fix your issue, even without filing a help thread for it.

    1. Check if you have both the latest uploaded Updater and the Game Client, and make sure they are local.
    You can find instructions for downloading and installing the game here. These files need to be installed locally (not remotely or in/linked to a cloud), and the same goes for all the files BattleForge will create, such as the My Documents\BattleForge folder. Virtual/cloud folders such as OneDrive folders may cause conflicts with our updater and can therefore not be used as an install or documents directory for Skylords Reborn. Make sure the file locations are accessible to programs.

    2. Starting installer does nothing
    If nothing happens after clicking to run the SRInstaller, please make sure the SRInstaller file is not blocked by right-clicking on it and making sure the Unblock checkbox is not checked, like in this image. If you do not see this option, then it is fine.

    3. Install the Game with your antivirus software temporarily disabled
    It’s easier to install and run the game while your antivirus is shut down, as antivirus software tends to quarantine (i.e. remove) important files that are needed to run the game. Therefore, install the game yet again while the antivirus is disabled before running SkylordsRebornUpdater.exe.
    To prevent your anti-virus software from quarantining game files every time, you may want to Whitelist your BattleForge folder (create an exception for your antivirus software to skip your BF folder in scans), or at the very least make sure to whitelist SkylordsRebornUpdater.exe, pcre3.dll and BattleForge.exe. Don't worry, official updater links will never contain any actual malware.

    4. Run the Updater as Administrator
    Try running SkylordsRebornUpdater.exe as an Administrator. You can do this by right-clicking the file, and selecting the "Run as Administrator" option at the top of the dropdown list. You can also run BattleForge.exe as an Administrator, but remember that running BattleForge.exe won't make your game work; you need to run the game using the Updater. 

    5. Check if your Windows version allows non-Store apps to run
    Especially for Windows 10 Educational Version, your computer may block any non-store apps from running. To make sure Skylords Reborn runs properly, please go to the "Apps & Features" system setting (open the Start menu and type "Apps", it should appear in the menu for you). Make sure that under "Installing Apps", the drop-down menu is set to "Allow apps from anywhere", like this.

    6. If you are using Windows 10, make sure Controlled Folder Access feature is not blocking the game
    On Windows 10 there is a feature called Controlled Folder Access that attempts to prevent apps from changing certain files or folders if Microsoft thinks they are harmful. This can happen even if apps are not harmful. Please confirm that this feature is either disabled, or if you wish to keep it enabled to add an exception to the folder where you installed the game. Please follows the steps explained here. If this feature is enabled and you wish to add an exception to a folder, click on "Allow an app through Controlled folder access" after you have followed the steps explained previously.

    7. If the game does not start at all, delete Documents\BattleForge
    Find the "BattleForge" folder in your "Documents" folder (default location at C:\Users\<Your Username>\Documents\BattleForge) and completely delete it. Then, run SkylordsRebornUpdater.exe; the updater will then regenerate a BattleForge folder for you, which should fix this startup issue. Does this not fix your issue? Then check if the new BattleForge folder in your documents is NOT set to Read-Only. To do this, right-click on the Battleforge folder, select Properties and at the very bottom left corner of the window untick the box next to Read-Only so that it stays empty. Now apply these changes to the folder and its contents by pressing OK.

    8. Check whether you have DirectX 9 and Visual C++ prerequisites/redists installed (2013/2015), OR if you get a MSVCR120.DLL, MSVCP140.DLL or VCRUNTIME1450.DLL error
    BattleForge requires you to have DirectX 9 installed. This is not included in the latest version of Windows 7/8/10 and should be downloaded manually! You can download DirectX 9 here.
    Once the self-extracting archive has been downloaded, run the .exe and designate a folder for the files to be extracted. Then go to that folder and double-click dxsetup.exe to start the installation process.

    BattleForge also requires you to have Visual C++ Redist. installed.
     Download them here and here and follow the Install instructions. Download all .exe files to be sure.

    After installing these files, you don't have to restart your computer. If you still encounter problems, please restart your computer anyway, and try running SkylordsRebornUpdater.exe again. If you still encounter issues, continue below.

    9. Check if you have a video card driver installed
    BattleForge requires a video card driver. It doesn’t have to be up-to-date, but one is required to run the game.
    Owners of nVidia cards: either go to the manufacturer’s website to find the corresponding WHQL driver, or download and install the following.
    Owners of ATI or AMD cards: either go to the manufacturer’s website to find the corresponding WHQL driver, or download and install the following.
    In case you’re unsure of the manufacturer of your video card, hit Win+R on the keyboard to open the Run menu. Type dxdiag in the small window and press Enter. While the system analyser is running, click on the Display tab at the top to see what video card is listed in the top left under Device. Under that you’ll see the card manufacturer’s name. You may need to restart your computer after installing a video card driver.

    10. Force BattleForge to run in DX9 Mode
    Locate the config.json file under in your Documents\BattleForge folder (Default location: C:\Users\<username>\Documents\Battleforge\) and open it with Notepad (or any other text editor) by right-clicking on the file and selecting Open With > Choose Default Program… from the local menu.
    Once the file has opened, find the entry maxshader and change the value after the double point from false to 768.
    Before: maxshader: false,
    After: maxshader: 768
    ,
    Save and close config.json, then start the game through the updater by double-clicking on SkylordsRebornUpdater.exe within the folder the client has been extracted to.

    11. Turn off Anti-aliasing
    Locate the config.json file under in your Documents\BattleForge folder (Default location: C:\Users\<username>\Documents\Battleforge\) and open it with Notepad (or any other text editor) by right-clicking on the file and selecting Open With > Choose Default Program… from the local menu.
    Once the file has opened, find the entry screenaasamples and change the value to 0.

    Before: screenaasamples: ?,
    After:
    screenaasamples: 0,
    Save and close 
    config.json, then start the game through the updater by double-clicking on SkylordsRebornUpdater.exe within the folder the client has been extracted to. Still having issues? Check out the Technical Support forums and continue below.

    12. Invisible units
    If you manage to start the game but you find your units are invisible, please go to the Options menu, open the Graphics tab and switch the settings. Try changing SSAO or a different textures quality. Also, please do not use Alt + Enter to switch between the fullscreen and windowed mode.

    13. Game is black screen and minimizes after clicking on it
    If the game starts minimized and every time you click on it, it switches to a black full screen and shortly after BattleForge minimizes itself again, try to change your scaling applied by programs or operating system. For example, players have experienced this when using larger than 100% scaling with Windows scaling. If you do use a scale larger than 100%, try resetting it to 100%.

    14. Getting: "You are using the wrong client version. Please update your client to be able to play again. Your game will now be closed automatically." ?
    This could be that you don't have the correct Updater Version. It could be proxy related. Disable any kind of proxy when downloading the client and executing the Updater since it can happen, that you don't get the newest files.

    15. Check these forums (Technical Support) to see whether your issue has already been posted
    You can also use the Search function of our forum boards to find similar problems to what you're currently experiencing. Try looking for topics that describe the issues you're having; perhaps a developer has already responded there and you may be able to fix your issues through their instructions. You can also reply to a thread with your issue described in it if a proposed solution in there does not work. If your issue is not described anywhere, please continue.

    16. Create a new Technical Support Topic
    If you can't find your issue anywhere and ALL the above steps don't work, you can submit your issue in the Technical Support forums by creating a new topic here. Other Skylords and staff will see to help you with your issue when possible and when they can, and we will try our best to help you with any issues you encounter. Refrain from contacting staff members directly, and please have some patience with your issue; the community or staff board will reply when they can. You can also use Discord.

     

    Hopefully these steps will have helped fix any issues you may be having with the game. Thanks to @Ilsyde for helping with part of this troubleshooting process back in Closed Beta.

    Mak and Bongladesch like this
  7. 31 minutes ago, Maze said:

    On a side note, the count down is wrong, it shows the time until Wednesday 20:30 UTC / 22:30 CEST not 18:30 UTC / 20:30 CEST, just to let you know. ;-)

    Well spotted! I did set the location to Amsterdam (currently CEST), and then just copied the link. No idea it went to UTC instead!
    Fixed ;)

  8. Greetings, dear Skylords, Skyladies and Skyfolks!

    We're excited to announce that the Skylords Reborn Team (represented by InsaneHawk and myself) will host a brand new, official stream in order to reveal some very important and big information for the foreseeable future of the project. We have been making massive amounts of progress in the past few weeks, and it has all been leading up to this moment, which is a major milestone before Open Beta, but more on that Wednesday! (Though we can assure you that a little hype is in order for everyone!)

    We will be hosting an official stream on Wednesday the 5th of September on 20:30 CEST (18:30 UTC)
    on our Twitch Channel, bringing you all some big and important news and updates!

    Thank you all for your patience between our last announcement and this one. The upcoming stream will be one of the most exciting ones for us yet, so feel free to tune in and say hi! Can't make it to the stream? Don't fret! The entire stream will be available on our Twitch Channel's History.

    See you soon, and may the Forge be with you! :mo:

  9. Greetings Skylords, Skyladies and Skyfolks!

    Throughout the past few weeks we have noticed increasingly negative comments and remarks with regards to Skylords Reborn, its progress and its development time. Accusations of us scamming supporters are made on a daily basis, and while that is simply false in every aspect, we do understand that a lot of you have major concerns and are worried about the project, whether it's still a thing, whether we have run off with Patreon funds, and where we are right now after 3 years of development. Don't worry, though! We live, and as you will soon find out, we are doing well and are going nowhere!

    The thing is, and beta testers know this, that we are actually making a lot of progress to the point where we are busy stress testing the servers with the Closed Beta testing group, improving server stability and creeping closer to Open Beta with every single test. And by the Old Gods, it took a while to get here. A lot of you have an idea of how long a game development cycle can take, and so it is only understandable that 3 years seems like an awful lot just to bring a game back. However, it's a lot more complicated than that due to this being a passion/voluntary project that we don't get paid for, and finding/fixing bugs being way more complex due to us not having made the client code at all. This makes it an unpredictable process in which we can't set deadlines or promise fixed release times. For a more detailed explanation, refer to the quote below from the Open Beta Information thread:

    On 7/19/2018 at 2:30 AM, MrXLink said:

    ...alongside the programming department having issues with setting up realistic deadlines for the work they are doing (taking personal time into account), this is not your average game development process you're looking at. What we are doing is reviving a pre-existing game through the same game files and code. Now, normally programming is already an unpredictable task, in which bugs are like hydras; one gets fixed, 2 more appear. In this project, it's like fighting an army of hydras while having no idea where they come from. We did not write the code that our server code needs to interact with, and we do not know the game's code or files inside-out, no matter how much we figure out ourselves. Not only does this make coding highly difficult, but also extremely unpredictable. Where you may be able to expose patterns in your own code's flaws, BattleForge is a labyrinth, and bugs may take minutes to fix, or may take days, weeks or months to fix. That is the margin of error we work with here, and it's not pretty.

    Combine this with the fact that people have other duties, jobs, and lives to maintain, and there we get a massive uncertainty level for this project's level of progress. We do progress, but the speeds at which we do so varies depending on all these circumstances; it all adds up. You can't expect the team to work steadily and come across as little bugs as possible, you can't expect us to spend all the time we have on this project either. We're never getting paid for this, we don't always have time, and we're all not capable of working constantly. And as much as we all hate the wait, there is no other option than to progress in the way we currently do. If we were doing a complete remake of the game (which would definitely get the project killed), or if we would know every detail about the way the game was originally programmed, we would have a higher probability to make realistic deadlines, but the fact of the matter is that we don't. And with this absurdly high level of uncertainty, we stopped making deadlines, because we would only hurt the community by doing so for no good reason, and we do not want to disappoint you with yet another wrong prediction.

    Rest assured, we are happy to inform you that we don't want to make money from this project (even if we wanted to, it would be illegal), and that your support is not in vain. Supporting the project is also completely voluntary, and we do not give any game rewards to patrons at all. Thanks to every single one of you who has been having faith in this project and supporting us by being a thriving and friendly community, we have managed to come a long way in 3 years, in which we faced managerial issues, legal complications, several server rewrites, and a lot of swapping regarding staff and partnerships. Our team right now is very solid and progressive, though, and we're getting closer and closer to that glorious Open Beta. We are reaching important testing milestones, which is fantastic. For example, @Kubik has evaluated our latest Closed Beta Stress Test, which was held yesterday. He has collected the following results:

    Kubik said:

    Stress test results:
    Four severe bugs were identified, and a fix for 3 of them already applied.
    12p maps should be less buggy, and maybe even work (probably not yet).
    One bug causing ghost lobbies (that will always cause client crashes), is fixed.
    One problem with wrong match updates (faster than server can handle) is fixed.
    Our threadpool has too big an overhead or does calculations wrongly for a lot of small tasks. This problem is identified and can be tested without bunch of players so I hope we will solve it soon.
    79 testers showed up, starting 147 matches.

    For more details on the stress test results, there will be an update on our Developer Platform soon!

    "What does all this mean?" you may wonder. In essence, it means that we are ironing out some of the last bugs in the current server code (as far as we can see), are getting further in making 12-player maps work properly, and the server is currently able to handle quite some players at the same time. In other words, progress, progress, progress! Keeping this in mind, we would like to give you the following information:

    Something BIG is coming.
    Though we will not be reaching a full open beta state just yet, something large and important will be coming to the Skylords Reborn community in the near future. To present this and to provide you with details on this big development milestone, we will be announcing a new, important official stream very soon, so stay tuned!

     

    Hopefully this update will clarify things and ease away some of the major concerns you may all be having regarding the project. Be sure to check the forums, discord or other social media for the stream announcements, and for weekly updates about all the progress we are actively making, check our Developer Platform!
    Thank you all again for your undying support and dedication to the project and the game, and we hope to bring all over 21 THOUSAND of you Skylords, Skyladies and Skythings (*GASP*) more great progress and updates in the near future!

  10. The aforementioned questions are important to have answered, and Kiwi has explained well how everyone in the team would answer them.
    I would like to add to your second point that alongside the programming department having issues with setting up realistic deadlines for the work they are doing (taking personal time into account), this is not your average game development process you're looking at. What we are doing is reviving a pre-existing game through the same game files and code. Now, normally programming is already an unpredictable task, in which bugs are like hydras; one gets fixed, 2 more appear. In this project, it's like fighting an army of hydras while having no idea where they come from. We did not write the code that our server code needs to interact with, and we do not know the game's code or files inside-out, no matter how much we figure out ourselves. Not only does this make coding highly difficult, but also extremely unpredictable. Where you may be able to expose patterns in your own code's flaws, BattleForge is a labyrinth, and bugs may take minutes to fix, or may take days, weeks or months to fix. That is the margin of error we work with here, and it's not pretty.

    Combine this with the fact that people have other duties, jobs, and lives to maintain, and there we get a massive uncertainty level for this project's level of progress. We do progress, but the speeds at which we do so varies depending on all these circumstances; it all adds up. You can't expect the team to work steadily and come across as little bugs as possible, you can't expect us to spend all the time we have on this project either. We're never getting paid for this, we don't always have time, and we're all not capable of working constantly. And as much as we all hate the wait, there is no other option than to progress in the way we currently do. If we were doing a complete remake of the game (which would definitely get the project killed), or if we would know every detail about the way the game was originally programmed, we would have a higher probability to make realistic deadlines, but the fact of the matter is that we don't. And with this absurdly high level of uncertainty, we stopped making deadlines, because we would only hurt the community by doing so for no good reason, and we do not want to disappoint you with yet another wrong prediction.

    Vladscom and fiki574 like this
  11. It's to do with the AI not dividing damage numbers between every individual unit (hence why BattleForge knows so many AoE attacks). Normally, an AoE splash would deal enough damage in an area to hit everyone and kill off a squad, but if the squad is too separated, the AoE damage will only hit a single unit, and the AI will then not know what to do with that damage as it can't kill off any other units. There is 0 damage on the AoE but the initial impact damage can't be hitting the full squad either, and that causes immunity. It's really weird and frustrating, but not a part of the server, just BattleForge's core mechanics. 

    This is not a [1] issue, more like a [2] or [3]. As you said, it isn't urgent and can be easily resolved by going back and forth.

  12. When/if we get to balancing (which might take a while and/or not be possible), I will make sure to be careful about metas and all that. However, with balancing come meta shifts. For some, this is a great thing, for others it's annoying, but it sure encourages trying out new things. 

    The state that Phenomic left the balance of the game in is not fantastic in terms of PvP, but it was acceptable enough back in the day. If I were to touch PvP balance, I would do so through close community communication and take the time needed to come up with a reasonable solution for balancing problems. However, if we get to balancing, I would highly prioritise getting unused cards to be more viable in at the very least PvE. There are a lot of cards that have potential, but just don't make the cut for any deck, and I'd like to change that. It's the least impactful thing to do as compared to directly tweaking and balancing frequently used PvP cards and strategies, and it would allow us to see whether it works, as well as seeing how balancing affects the community. 

    So, huge meta shifts will be unlikely for a while, but if possible I do intend to make the game better and more enjoyable for everyone. This might take quite a while though before we even get there, so don't worry about it for now :)

  13. The GDPR exists to protect data and how we use the data we collect. Think about the recent facebook scandal, that sort of thing.
    From what I can gather, our project is quite far out of the danger zone. We don't collect user data without consent, nor do we use anything we log for any activities outside the game itself. We don't even store your credentials; we don't have a store and Patreon is responsible for our donation platform. 

    We have basic information such as your IPs, email addresses, and so on, but those all are not private data that we are using without your consent (by creating an account) or sharing with third parties. Additionally, our rules are clear and we are able to provide the data collected if ultimately necessary.

    All in all, it's extremely unlikely that these GDPR changes will have any influence on us, since we already barely collect any data (especially not sensitive data) and we don't fiddle around with any of your data to third parties either. The minimal data we get is safe with us, and the project shouldn't be influenced by this.

    Lavos2018 and Navarr like this
  14. I have made a few major updates to the API and therefore Allcards:

    • Fixed ALL missing information on promo cards
    • Updated all promo cards' abilities to properly reflect their upgraded state, excluding ability power costs (uneditable/nonexistent in API)
    • Updated all promo cards to list that they have no upgrades as they are fully upgraded by default
    • Fixed missing orb info for Legendary cards
    • Fixed missing orb info for several Twilight cards, Protector's Seal, and Sunken Temple
    • Fixed missing ability name and description for Flame Crystal
    • Fixed missing ability names and descriptions for Lord Cyrian
    • Fixed Easter Egg's affinity
    • Fixed invalid characters in the ability description of both Warden's Sigils
    • Correctly updated Lyrish Knight and his Protector ability to include Steadfast as an ability unlisted on the card image
    • Correctly updated Treespirit abilities to match their affinities and to be in their correct order
    • Updated hidden information on Linked Fire, Egg Hunt and Rage (@gnomgrol you are more than welcome to include this info in Allcards!)
    • Fixed some spelling and grammar errors on several card descriptions

    Please quote/contact me for additional ability/card description/API alterations, as I manage the database (to the extent I can).

    Leohausmaus and Kitsurubami like this
  15. 2 hours ago, Bkingn said:

    is it only me or cardbase is loading for eternity for others too... (still cant see the cards)

    Try changing one of the filters. They pop up for me if I do.
    I am able to edit orb information now, so please quote me if you see anything orb-related that needs fixing. I am currently aware that a lot of filters are messed up because the orb info has defaulted to zero on some cards.

    Bkingn likes this
  16. If there is any wrong data (like descriptions, image, damage type, rarity) that does NOT include strange characters or the number or colour of orbs, it's likely an error in our API. If so, please quote me to fix it; Gnomgrol can't fix these issues. The number and individual colour of orbs is sadly currently not accessible to me.

  17. As @Skhan and others already noticed and pointed out, @fiki574 had made an edit to the first post in this topic with a different estimation. As you all know, Fiki is always hyped and invested in the project and really wants to give you all estimations of when he's done, often not foreseeing possible consequences and further postponing, and especially missing the impact this can cause for all of you Skylords. The edit was made without the team's consent or knowledge in an attempt to clear things up for you all; he meant well, but the way he handled the situation was no less than inappropriate and unacceptable behaviour towards the community. 

    We deeply apologise for the conflict and confusion this has caused, and it has turned us to more strongly abide by the statements we made in the first post of this topic. We are no longer providing you with release dates. We truly are of mind that it upsets and overhypes more community members to an unhealthy extent, than it is actually helpful and supportive towards the community. While I admire your loyalty and steadfastness (I have seen absolutely no community with this much dedication), it is absolutely unfair to have to keep disappointing you, making promises the programmers can't adhere to, and getting you all ready and excited for something that might not even come at said date. 

    I would like to reassure you all, Skylords, that we will never sneak edit something into an announcement to change something important or groundbreaking. We have taken measures to prevent this incident in the possible future, and we will always keep you updated on any definitive information on progression and release estimations as soon as we know it. There will be no estimated dates on the forums or on the devplatform unless we are utterly and absolutely sure we will be able to adhere by these dates, for example if everything runs well and is basically ready for testing, but there are still some tiny, not completely intrusive bugs we need to iron out.

    Once again, we deeply apologise for what happened here, and we have dealt with the situation.
    Please do not fret about the lack of release dates; we promise that Open Beta is well underway and we are working as hard and fast as we can to bring it to you as soon as possible. Our beta testers can confirm that we're actually progressing, and we will keep progressing for you all!

    Apologies, sincerely, and on behalf of the SR Team,
    MrXLink, Community Manager

  18. I would like to remind you all of the following;

    1. I am watching this discussion, don't ask me about it (I've had some messages)
    2. Please do not abuse the rep system, e.g. negative repping because you disagree with a statement, or because someone else does. Use your rep responsibly.

    Thanks.

    DuellLord and Lavos2018 like this
  19. Dearest Skylords, Skyladies, Skyfolks,

    I'm sure most of you have an idea what this announcement is going to be about, given the latest status on Open Beta. As you all have realised, we haven't quite made our promised release goal of week 8. This mainly has to do with PvE breaking way more badly than we expected and fixing taking a lot more time than anticipated. How much time will this take? Well, please allow me a bit more space to explain. 

    The Skylords community has grown bigger and better than ever before, for almost 3 years now. We are growing closer to the public beta release of the game, and we're growing more hyped and enthusiastic with every development update Fiki posts. This is a fantastic thing; the BattleForge community has always been my favourite community around, where everyone is relatively friendly and inviting, has fun together and creates a warm, comforting atmosphere. However, as with most hyped projects, enthusiasm can rapidly take over and make both community and developer overexcited. This is generally a great thing, except when it concerns voluntary development as is the case with Skylords Reborn. Don't get me wrong, it's great that you are all so excited about the game; it's really mostly on our side that causes issues. 

    The programming team is just as excited about this as you are, and they are working tirelessly to make Open Beta a reality as soon as possible. However, with great hype and little experiences with such projects and group communities, comes great positivity. As you may know from the past, we have always been quite generous with our milestone and deadline estimations, striving every single day to make you all as happy and enthusiastic as possible, pushing our limits to satisfy you, the community, as well as we can. In our combined enthusiasm and desire to bring back a great game to you all, we have been blind to the risks of game development, and made completion date estimates very positively; but game development doesn't work like that. Something will always break, and several things have broken and put us back, changed things up, turned our schedule around. Real life has interfered, servers have been crashed, and the programming team has generally just been looking at the development cycle way too positively and have given themselves way too little time to work with in case things wouldn't go as planned. This has created a lot of frustration on the team and we have been rushing while we shouldn't rush.

    Especially in this week of hype, the entire team has experienced the results of massive hype. Tonnes of repeated questions, lots of enthusiasm, but also lots of doubt, lots of impatience, and foremost, intense amounts of pressure on all of our shoulders. The drive and need to meet our target time got so emphasised, and the expectations were unfathomably high. And sadly I have to say that it is taking its toll on some of our team members, even outside of the programming department; we're being hit very hard, but we remain steadfast, for all of you!. We are doing our utmost best to keep you all informed, engaged, and excited about the project, and the last thing we want to do is to disappoint you; and every single time that we may have to, every single time that things go wrong and Open Beta ETA's have proven to be just a little too generous, we disappoint you. And I am certain that I can speak for the entire team if I say that it sometimes genuinely does feel like we fail you all with these hopes we work up for you and end up being forced to shatter. Please be aware that this was never our intention, and unforeseen consequences have resulted in many delays. This has driven the team to a very important and hard decision.

    We are not going to give you any exact Open Beta completion times anymore. We will be more broad in our approach, and development timeframes will be larger.

    I regret to announce that this is something that really must happen; but I truly care about you all as a community and it breaks my heart every single time we awaken hopes in you that turn out to be false, disappoint and fail you with declaring that we haven't met our terms... needless to say it hurts all of us, the SR team. We're done making unrealistic promises to you guys, and we are sick, tired, and exhausted of disappointing this amazing community over and over. You don't deserve that, and so we will broaden our estimations widely. 

    This means that any development estimated times will be longer, but also more uncertain.

    This does by no means imply that we are slowing down development. On the contrary! We are working and progressing harder than ever, as many Closed Beta testers can actively tell you. We understand you may be doubting us at this point, we understand you feel like the project isn't progressing enough, and we truly do understand you all want to play; but just short of a hundred testers can tell you that we are making massive progress every day. This project is happening right now as we speak, and those who doubted we would ever get the game online have been proven wrong, and we strive to keep proving doubters wrong as we progress daily. With this new way of announcing progression, it would mean less stress on the team, hopefully no heavy disappointment to the community, and the more exciting and enjoyable the moment is if we finish way ahead of schedule (which is now also way more likely). Hopefully this will give you all a better impression and allow for more realistic expectations.

    Game development can take a lot of time, and especially for SR, it is extremely unpredictable. Things can suddenly go wrong, or we can suddenly make huge surges of progress. The most important thing remains that we don't want to rush things. When we release Open Beta we want stable servers, and the best experience for every single one of you. Coding under pressure will only create more bugs, flaws, crashes, and mental problems for our programmers, so we are giving them the time they need. We hope that you can understand this.

    That being said, with some of the issues persisting, we will have to give Fiki and his majestic team of programmers some additional time to iron out the remaining bugs, memory leaks, and other annoyances before we allow you all in. Trust us when we say that we don't want you to get hyped, enter the servers, and have an uncomfortable experience or have the servers crash. That would be awful, and we don't want to kill off your enjoyment like that.

    ------TL;DR? Start here-------

    The programming department has stated that they will need some more time to fix these issues. Although we consider this to be able to be completed sooner rather than later, we need to take risks and possible further delays into account. If we do end up knowing when we're releasing Open Beta with absolute certainty, you bet we'll have you know when!  -- Remember, we could be done way sooner or later than expected! Check the devplatform for the most up-to-date status of the game and/or release predictions: http://dev.skylords.eu/

    Another very important note: There has been some false information that has been spread through the community on several different platforms, causing a lot of unnecessary havoc and stress for both community and staff. We would like to remind you that you can find all relevant and correct news and announcements on our official social media, but most importantly forum posts that keep you up to date. Please do not blindly trust any dates or information given to you by community members that you don't know, especially if it sounds groundbreaking or impactful; if you can't find it on the forums, it's probably not true. Remember, content written by any member with a coloured name are staff posts; official announcements made by them are to be considered as true. Confused as to who is part of the team? Follow this link for a list: https://forum.skylords.eu/index.php?/staff/

    But there's some positive news too!
    > The launcher is coming along nicely, and has been worked on separately from the server. That means that once server work is done, we won't also have to start making the launcher from scratch, which will save a lot of time!
    > Many of you have expressed that they missed the original Booster Simulator. Now, the simulator is back in action and better than ever, integrated in our new cardbase, accurately supporting the booster ratios that will be in-game. Find it here: https://allcards.skylords.eu/booster.html
    > Additionally, we have noticed a huge amount of questions for when Open Beta starts. Trust me when I say there will be a giant thread when Open Beta is released that will explain everything to you! Please be patient with your Open Beta questions until it starts; it will all be revealed.
    > Feeling like you may have been too enthusiastic about Closed Beta giveaways? We will assure you that if you have been blacklisted on our Discord server and prevented from entering Closed Beta, your bans will be revoked and you will be given a second chance for Open Beta. Please don't break anything ;)
    > We have upgraded the forums to handle more traffic. You should all have a way smoother experience than before; our server was running at 220% CPU capacity, ouch! We're now running more smoothly, so you should experience faster loading times and a better overall connection to this website.
    > During this upgrade, however, we almost lost the forum database because of all the problems linked to our server. We managed to save it just in time!
    > The next big announcement we will make will be the Open Beta Announcement, which we will stream on our Twitch channel (https://www.twitch.tv/skylordsreborn). In the meantime, it is possible that we will stream some BattleForge on the official channel to give you an idea of how everything runs while we work on getting a good Open Beta working for you.

    We would like to once again apologise for yet another delay and future vagueness on estimated times, and we would like to reassure you that it's healthier for the game's development, safety, stability, and enjoyability, as well as it is better for the health of the team, as we can take things easier on the moderation team, and allow the programmers to prioritise quality over time. We will do our utmost best to bring Open Beta to you as soon as we can, without the pains and frustrations and disappointment of further delays. We hope that you can understand and respect this decision, have the courage and determination to be patient for just a little longer, and that we may stand strong as a community, and that we may remain the most welcoming, friendly and comfortable community out there. Together we will soon reclaim the Forge and protect the lands of Nyn once again!

    Sincerely, and on behalf of the entire Skylords Reborn Team,
    MrXLink, your Community Manager

    "Wasn't there a date in here?" Yes, that is correct, and we removed it for good reason. Refer to this post for details.

  20. Greetings, Skylords, Skyladies, Skyfolks!

    With Open Beta pounding on the locked gates of the Forge, we have considered it would be time to get some new Moderators in play to keep the community a friendly, safe, and comfortable environment, as well as the actual game server when open beta starts. In the past few weeks, there has been some internal discussion about hiring new moderators, and we have come to the conclusion that @Ultrakool would make a fitting addition to the team, due to his motivation, game knowledge, forum activity, and overall expertise. 

    With this we have reached our current limit for EU-region moderators. Throughout Open Beta we may decide on hiring more EU mods, possibly relatively soon. We have had Ultra in mind for a long time now, but if the upcoming server traffic requires more, we will throw the recruitment section open soon for EU members. 

    For NA forum members aspiring to be moderators, however; we are looking for a new moderator in the Americas. When Open Beta is released, we'll unlock the recruitment forums for NA moderators to apply.

    Those who have been meaning to apply, please don't worry. Open Beta is a touch time with lots of traffic and people joining, and I am expecting we may need some more moderation. We'll just have to face Open Beta first.

    Meanwhile, please welcome @Ultrakool to the team! May his efforts within the team make the forge stronger, safer, and more awesome than ever before!

  21. Shortly put, we endorse neither of those actions. There has been a lot of discussion going over this in the past, and we are of mind that smurfing heavily disrupts the ranked PvP scene and will, especially with an even smaller community that will rely heavily on newcomers, result in an insanely unfair PvP environment where matchmaking doesn't even matter anymore due to the sheer amount of artificially low-ranked pros dominating the entire game because they don't dare to face any opponents matched with when trying something new. This is not what ranked PvP is made for. Ranked PvP exists to test your PvP skills comparatively to people at the same level of you. Whether this is regardless of decks is debatable, but this is why unranked PvP exists, why there are Sparring Grounds. It's even in the term; Sparring Grounds. Sparring in boxing (and fighting) means that you're not landing your blows heavily so you can train. The same goes for the game; Sparring Grounds are for training your PvP skills without being judged harshly for it by the matchmaking system. This is, very briefly and shortly put, why we are against multiaccounting and it will result in bans. Smurfing destroys the purpose of the difference between ranked PvP and Sparring PvP, and your training needs are easily resolved by testing your new decks out in Sparring instead.

    So, are you scared of losing your ELO because, skylords forbid, you are using a somewhat unconventional deck? Go to the Sparring Grounds. They are literally made for this exact purpose.

    AiM, SaNPZ, Shalade and 7 others like this
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