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Carofex liked a post in a topic by RadicalX in Official Card Design Contest - CLOSED - WINNERS INSIDE
Wall rebuild was a good proposal overall, but the card has a niche application range (i.e. completely unusable in rPvE) while overloading wall support options with Glaciation in mind: Choosing one leads to slot competition with Glaciation being the stronger tool as a x10 effective hp multiplier, whereas including both cards would allow for functionally indestructible walls. You could just ignore attacks permanently while continously healing up the segments. I think it's an unfixable problem unless you nerf Glaciation.
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Carofex liked a post in a topic by Lukas_1802 in Community Update - November 2025
Id say Devourer doesnt need to be an ultra rare, shadow worm already is, and batariel is an rare too, with moloch beaing the ultra rare
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Carofex liked a post in a topic by Nightelfpala in Official Card Design Contest - CLOSED - WINNERS INSIDE
Ingame Name: Nightelfpala
1. Provoke
Card Name: Provoke
Tier & Orbs: Tier 2, Frost + Any
Type of Card: Spell
Power Cost: 40
(Size, Attack-Type, Counter-Type not applicable to spells)
Spell Effect: The targeted friendly units taunts up to 7 enemy units in 15 meter range for 15 seconds, they are forced to attack it and they cannot be controlled.
Potential affinity variants:
Gifted Provoke (Nature): The taunting unit regenerates 20 hit points every second for the duration of the effect.
Tainted Provoke (Shadow): The taunting unit takes 40% less damage but can't move for the duration of the effect.
Explanation of idea behind the card: Lightblade and Grinder's ability as an AoE spell.
Allows Frost to designate a single unit as frontliner to focus enemy attacks on it and protect the fragile ones (might even enable using melee units for their damage in PvE). Works well with durable units (Imperials, Mountain Rowdy, Mountaineer, Avatar of Frost, or Lost Souls timed life revenants), or by buffing up a unit with other effects (Frost Sorceress, Earthkeeper, Lost Wanderer, Ravage, Unholy Power).
It is a form of crowd-control that requires keeping the unit alive to keep its effect up, therefore at higher tiers where enemies deal more damage it becomes weaker unless it receives more investment.
Might encourage a play pattern where the taunting unit runs away, forcing enemies to run after it and be unable to attack while other units attack them (especially in PvP). This can be avoided by making part of the Tainted effect baseline with a freeze-chill flavor (the taunting unit is immobilized or can only move at walk speed).
2. Amii Dancer
Card Name: Amii Dancer
Tier & Orbs: Tier 3, Nature + Shadow + Any
Type of Card: Unit
Power Cost: 70
Size: M
Attack-Type: Ranged
Counter-Type: M
Passive Abilities:
Ranged Attack: Every 2.5 seconds, the unit fires a shadow orb that deals 100 damage to enemies in 10m radius, up to 150 in total. Has a long range of 40m. Deals 30% more damage to crowd-controlled (slowed, paralyzed, rooted, frozen) enemies.
Soothing Melody: 35% of the damage dealt by the unit heals friendly units within 40m. (Does not heal the caster.)
Elusive: The duration of the immobilizing effects of Freeze and Paralyze is reduced by 20%.
Active Abilities: none
Explanation of idea behind the card: An Amii-variant on the existing Dancer units (Firedancer, Lost Dancer), characterized by a long-ranged attack with a conditional damage-boost. The crowd-control condition synergizes with existing Amii units (Amii Phantom, Simulacrum), Nature spells (Ensnaring Roots, Creeping Paralysis, Curse of Oink), and Amii spells (Tranquility for the increased damage and self-healing which is otherwise missing, Transcendence for the increased damage and healing).
The healing effect works well with Shadow's self-damaging units (Ashbone Pyro, Cultist Master, Mutating Frenzy), and allows Amii units to be cycled in-and-out of the frontline for tanking and recovery (Amii Paladins can retreat and get healed up while waiting for their ability cooldown, Amii Phantoms can switch to melee mode to tank and disabled ranged attackers and retreat into ranged mode to recover health, Simulacrums can teleport to the front or back to tank or recover).
(Elusive is the Amii faction unit ability, same as Simulacrum on Tier 3.)
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Draconnor liked a post in a topic by Carofex in Official Card Design Contest - CLOSED - WINNERS INSIDE
Ingame Name: Carofex
Card Name: Enduring Scourge
Tier & Orbs: like: T2, Shadow, Frost
Type of Card: Spell
Power Cost: 20
Spell Effect:
Incurable: Target hostile unit cannot be healed for 20 seconds. Reusable every 20 seconds.
Explanation of idea behind the card:
This is a unique effect, which exists currently only in infected maps. Target unit cannot be healed by spells like surge of light, nor by healing enchantments like Ravage, nor by Shamans, nor by global healing effect like Fountain of Rebirth, nor by intrinsic healing effects like Strikers have. Maybe the healing near own structures is still possible.
This card is probably more a PvP card. In PvP it can be used in a prophylactic way: In a best case this card is played shortly before an opponent casts a Surge of Light, which will fizzle out. If an opponent has cast a Ravage, this spell counters the effect immediately.
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Draconnor liked a post in a topic by Carofex in Official Card Design Contest - CLOSED - WINNERS INSIDE
Ingame Name: Carofex
Card Name: Wall Rebuild
Tier & Orbs: T2, Frost, Neutral
Type of Card: Spell
Power Cost: 50
Spell Effect: There are two affinities.
Blessed Wall Segment: Instantly Repairs a friendly wall segment for 1000. Reusable every 30 seconds.
Infused Wall Segment: Instantly reconstructs a friendly destroyed wall segment for 350 or repairs a friendly wall segment for 350. Reusable every 30 seconds.
Explanation of idea behind the card:
In Frost there is for buildings "Glacier Shell" (T1) and "Kobold Trick" (T2). For walls there is "Glaciation" (T1). A spell like "Kobold Trick" is missing. "Wall Rebuild" shall close this gab.
Archers on walls leaving the wall segment when the hitpoints of the segment drops below a certain value (around 200). "Wall Rebuild" (red) restores 350, so it is a bit above this value.
This spell shall only work for walls which are taken. It shall not be possible to restore a segment from an untouched wall.
"Kobold Trick" can be used every 10 seconds but "Wall Rebuild" should have a lower frequence, since "Glaciation" works for more than one wall segment and "Wall Rebuild" can also restore destroyed segments. This both is better than "Glacier Shell" and "Kobold Trick".
If its not possible to technically implement to restore a destroyed segment, just keep the blue affinity case (without any affinity stuff ofcause)
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Carofex liked a post in a topic by This Is Halloween_2 in Official Card Design Contest - CLOSED - WINNERS INSIDE
Ingame Name: ThisIsHalloween
Card Name: Lost Railgunners
Tier & Orbs: T3 - Frost/Shadow/Neutral
Type of Card: Unit
Model : cultist rifle
Power Cost: 110/110/105/100
Size: S
Attack-Type: Ranged
Counter-Type: Special
Passive Abilities:
Soul-Piercing Shot - Autocast : Every 2,5 seconds, unit fires necrotic projectile at ennemies that deal 24 / 25 / 27 / 30 damage. Has a long range of 40m.
Ethereal Dissipation - Passive : Hostile units and buildings attacked by Soul-piercing shot will have their armor dissolved and take 30% more damage. Frozen ennemies take 100% more damage instead. Lasts for 10 seconds.
Hard Grip - Passive : unit can't be knocked off walls.
Revenant's Doom - Active : Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.
Explanation of idea behind the card :
The card is there to fulfill 3 roles : adding a new T3 S ranged unit into the game, bolstering Lost Soul defense at T3 when defending a wall, and giving access to Lost Soul army to a long ranged unit which goal is to combo with your units, as well as a number of spells.
Hard grip makes the unit perfect for holding a wall section at T3.
The long 40m range is there to allow our unit to stay in the back of your army while it is debuffing the ennemy, or to give an impressive 50m range when defending a wall section.
The last interesting part is the debuff. It is of course here to either enhance your defense by making your towers deal more damage, or to help your army deal more when pushing. LS at T3 suffer a bit from focus fire on a single big targets, relying often on frost and shadow card for the job, so this card will help.
The 100% debuff vs frozen targets is what is really interesting. It allows to combo with frost spell, but also lost converter in defense, by "negating" the 50% armor buff of frozen units. BUT since it is a 100% debuff on frozen targets, and NOT an ignore frozen armor buff, it means that you can combo with effects that ignore frozen armor buff to not only negate the armor, but also do +100% damage against the targets.
The idea is to combo the card with lost converter + northern star in defense, and coldsnap + ethereal storm B when pushing.
So there it is : a 40m range, T3 S unit, which can't fall off wall, debuff ennemies, and debuff them even more if they are frozen.
There's no counter on the unit as I considered the +30% debuff and 40m sufficient (PvP balance), but it's true that the unit attack is a bit low for its cost and no counter type.
PS : The card was 1st created by Spirit Alpha on the discord, though it was slightly different. I freaking loved the concept, so I decided to bring the card into the competition so it has a chance to shine. Credit must go to him for both the original concept, and the art (I slightly edited the numbers, but he did 100% of the work); and probably the reward too.
To Spirit Alpha, I loved your idea, and I hope it is selected and made into a card.
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F10 liked a post in a topic by Carofex in Patch #400054 - 1 October 2025
challenge 2.8 Ocean on expert with 0 lost units. Maybe someone is interested.
Ocean.pmv
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Titan liked a post in a topic by Carofex in Patch #400054 - 1 October 2025
challenge 2.8 Ocean on expert with 0 lost units. Maybe someone is interested.
Ocean.pmv
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Metagross31 liked a post in a topic by Carofex in Patch #400054 - 1 October 2025
challenge 2.8 Ocean on expert with 0 lost units. Maybe someone is interested.
Ocean.pmv
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Nerokin liked a post in a topic by Carofex in Official Card Design Contest - CLOSED - WINNERS INSIDE
Ingame Name: Carofex
Card Name: Wall Rebuild
Tier & Orbs: T2, Frost, Neutral
Type of Card: Spell
Power Cost: 50
Spell Effect: There are two affinities.
Blessed Wall Segment: Instantly Repairs a friendly wall segment for 1000. Reusable every 30 seconds.
Infused Wall Segment: Instantly reconstructs a friendly destroyed wall segment for 350 or repairs a friendly wall segment for 350. Reusable every 30 seconds.
Explanation of idea behind the card:
In Frost there is for buildings "Glacier Shell" (T1) and "Kobold Trick" (T2). For walls there is "Glaciation" (T1). A spell like "Kobold Trick" is missing. "Wall Rebuild" shall close this gab.
Archers on walls leaving the wall segment when the hitpoints of the segment drops below a certain value (around 200). "Wall Rebuild" (red) restores 350, so it is a bit above this value.
This spell shall only work for walls which are taken. It shall not be possible to restore a segment from an untouched wall.
"Kobold Trick" can be used every 10 seconds but "Wall Rebuild" should have a lower frequence, since "Glaciation" works for more than one wall segment and "Wall Rebuild" can also restore destroyed segments. This both is better than "Glacier Shell" and "Kobold Trick".
If its not possible to technically implement to restore a destroyed segment, just keep the blue affinity case (without any affinity stuff ofcause)
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Metagross31 liked a post in a topic by Carofex in Official Card Design Contest - CLOSED - WINNERS INSIDE
Ingame Name: Carofex
Card Name: Wall Rebuild
Tier & Orbs: T2, Frost, Neutral
Type of Card: Spell
Power Cost: 50
Spell Effect: There are two affinities.
Blessed Wall Segment: Instantly Repairs a friendly wall segment for 1000. Reusable every 30 seconds.
Infused Wall Segment: Instantly reconstructs a friendly destroyed wall segment for 350 or repairs a friendly wall segment for 350. Reusable every 30 seconds.
Explanation of idea behind the card:
In Frost there is for buildings "Glacier Shell" (T1) and "Kobold Trick" (T2). For walls there is "Glaciation" (T1). A spell like "Kobold Trick" is missing. "Wall Rebuild" shall close this gab.
Archers on walls leaving the wall segment when the hitpoints of the segment drops below a certain value (around 200). "Wall Rebuild" (red) restores 350, so it is a bit above this value.
This spell shall only work for walls which are taken. It shall not be possible to restore a segment from an untouched wall.
"Kobold Trick" can be used every 10 seconds but "Wall Rebuild" should have a lower frequence, since "Glaciation" works for more than one wall segment and "Wall Rebuild" can also restore destroyed segments. This both is better than "Glacier Shell" and "Kobold Trick".
If its not possible to technically implement to restore a destroyed segment, just keep the blue affinity case (without any affinity stuff ofcause)
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Bkingn liked a post in a topic by Carofex in Official Card Design Contest - CLOSED - WINNERS INSIDE
Ingame Name: Carofex
Card Name: Wall Rebuild
Tier & Orbs: T2, Frost, Neutral
Type of Card: Spell
Power Cost: 50
Spell Effect: There are two affinities.
Blessed Wall Segment: Instantly Repairs a friendly wall segment for 1000. Reusable every 30 seconds.
Infused Wall Segment: Instantly reconstructs a friendly destroyed wall segment for 350 or repairs a friendly wall segment for 350. Reusable every 30 seconds.
Explanation of idea behind the card:
In Frost there is for buildings "Glacier Shell" (T1) and "Kobold Trick" (T2). For walls there is "Glaciation" (T1). A spell like "Kobold Trick" is missing. "Wall Rebuild" shall close this gab.
Archers on walls leaving the wall segment when the hitpoints of the segment drops below a certain value (around 200). "Wall Rebuild" (red) restores 350, so it is a bit above this value.
This spell shall only work for walls which are taken. It shall not be possible to restore a segment from an untouched wall.
"Kobold Trick" can be used every 10 seconds but "Wall Rebuild" should have a lower frequence, since "Glaciation" works for more than one wall segment and "Wall Rebuild" can also restore destroyed segments. This both is better than "Glacier Shell" and "Kobold Trick".
If its not possible to technically implement to restore a destroyed segment, just keep the blue affinity case (without any affinity stuff ofcause)
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Carofex liked a post in a topic by Kapo in Official Card Design Contest - CLOSED - WINNERS INSIDE
Welcome to the 2nd Official Card Design Contest!
"Only that which dreamt of or written about by mortals,
only that which had journeyed into the realm of legend,
could be created." (Lands and Regions, page 3)
In this contest, you are called to submit your idea for a new card,
which will be presented to high-ranking jurors for judgement.
THE CONTEST HAS ENDED. RESULTS SEE BELOW.
The jurors for the contest will be @RadicalX, @WindHunter and @Bini Inibitor – for those who don't know, these are the SR team members with real decision-making power about what makes the cut for new content.
Important note: Of course there is no obligation for the SR Team to make any entry into a real card – but a good idea that really fits into the game has a lot of power. All card designs will be heard, seen and judged anonymously and without any barrier of entry.
The contest begins with the publication of this post and ends on the 25th of October 2025, 23:59 CET. Submit your entry…
as a comment on this thread, through Discord (direct message to Kapo#0116), or a Forum direct message (to @Kapo). I will anonymize the entries, present them to the jury, and after a voting and discussion phase, the grand winners will be revealed on a stream 16th of November. Additionally, all other winners and entries will be revealed here on the forums.
As seen in the video, we mean serious business: Three entries of the first card design contest made it into the game, and the designers valued the creativity and ideas of several other entries. You might want to check out the previous card design contest for inspiration.
Rules:
You are limited to a maximum of TWO entries - if you win on both, you will receive the higher prize. In case you submit more than two, the last two received entries will enter the contest (unless you state otherwise)
Your idea must be a NEW card idea/concept (NOT a rework of an already existing card or a Promo card), be aware that this the main criterion for jurors
ONE of your submissions may be a Meme card, but be advised that the winners on the Meme tier are highly limited and not the focus of this contest
Units and buildings MUST be fitting for an already existing model (this is a technical limitation, but re-texturing can do wonders)
Unfortunately, we also can't allow for Fire/Frost or Rainbow-cards (or any other outside the known factions, due to technical and/or conceptual limitations)
You are asked to create the fully upgraded version (see below: Things you don't need to add)
By entering, you are giving away your card idea with permission to modify it – the final design may differ from your submission here, and may be used in any way the team sees fit
You are asked to use the following template:
Things you don't need to add or care about:
Hit points and attack-numbers Rarity Upgrade Levels (submit a fully upgraded design) Number of Charges Artwork for the card (you may provide one, but this does not affect your winning chance) At the end of the contest, we may make a compilation of the entries – by participating, you automatically agree to be included in that.
Suggestions:
In preparation for this contest, we asked the jurors to drop some hints on what is needed for a good design.
You might not want to create a new super-powerful card, but a card that's interesting. Maybe it fills a special niche case in a faction (like Burning Spears), or it is special or meme-worthy (like Easter Egg). Balance is important! The best cards are useful, fill essential roles, and are not overpowered. If you design a T1 or T2 card, think about PvP implications. You might want to check out the first card design contest and its entries to be on top of previous, already submitted ideas. Fit the card to the faction: Think about the intentional strengths and weaknesses of each faction. Potentially, you see an extremely missing card in an arsenal, but that could be part of that faction's design. Also, breaking core rules of the game requires a very, very, very good reason. For both topics, see: Design Philosophy Document. You are allowed to submit a legendary (neutral) card, but please note those are much harder to design and balance properly. You may present some optical aid to the jurors: On https://smj.cards/creator, you can easily create your own card-mockup:
(But please be aware, even in AI image generating times, a cool presentation will not help you win. It's the idea that counts!)
Voting Criteria and Prize Tiers:
PLATINUM TIER
Platinum tier are creations that will actively be considered to be implemented into the game. They must not be all-around perfect, since someone who is not on the SR team is unaware of all the steps required when implementing cards. Platinum entries are cool, captivating and would be a great addition to the game.
Platinum tier winners will win a low-grade promo of choice (e.g., Fallen Skyelf, Lyrish Knight or Rogan Kayle) or Ultra-Rare of their choice of similar value (Infect, Forest Elder etc.). Should your card someday make it into the game, you will get a copy for your own collection.
GOLD TIER
Gold tier suggestions are cool and interesting suggestions, but are lacking significantly in ONE (but only one!) way:
Unbalanced design with no way to repair that Clearly impossible to implement Too niche to be worth the implementation Not fitting for any faction or into the game Not really a fitting, existing model in the game Too draining on SR team resources etc. Gold tier winners will win two booster-packs.
SILVER TIER
Silver Tier suggestions are solid suggestions, but are lacking in more than one way to make it into the game. For examples of what could cause issues, see the mentioned list above.
Silver tier winners will win a booster-pack.
MEME TIER
While it is not the focus of the contest, even fierce Skylords value some funny memes. Very few selected, exceptional meme entries will be presented as Meme tier winners.
Meme tier winners will win a Mini Booster and a Juice Tank.
We are looking forward to your designs! If you have any questions, please do not hesitate to ask.
Best regards,
Kapo and the Skylords Reborn Team.
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Carofex liked a post in a topic by RadicalX in Patch #400054 - 1 October 2025
As the enemy gets an unbound unit in return, PvP usage should be quite limited. In most situations you can just cc or kite and generate massive economy advantages. Shadow spell restrictions are active to prevent sacrificing a target under temporary mind control. The strongest cases remain to be self-harming abilities like Nightcrawler Frenzy, but we will monitor performance in PvP. Due to the unique way nature T1 was designed, we have many levers to specifically buff up other factions directly targeting this matchup whenever necessary.
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Armatores liked a post in a topic by Carofex in Patch #400054 - 1 October 2025
Is the PvP-impact of Amazon in any way tested? Looks very strong.
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Carofex liked a post in a topic by Bini Inibitor in Patch #400053 - 3 August 2025
I think the charged shot is more like 4 seconds preparation time, if you count it yourself.
"Nox Tooper"
Description is still wrong in the sense that the preparation time is not 6 seconds, but 4 as well. This has been changed like 15 years ago.
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Carofex liked a post in a topic by Majora in Patch #400053 - 3 August 2025
Patch #400053 - Heart of Trouble
Welcome to our newest patch. This update contains our 3rd original Campaign Map, a new PvP map, balance changes to Battle Arena, and more.
Patch Preview
A brand-new campaign map! Heart of Trouble is our first 1-player campaign map, accompanied by a new achievement and season challenge. New PvP Map. Taros is our first original PvP map, making use of teleporting circles for unique gameplay. Balance changes for BattleArena. We have made some changes to BattleArena after player feedback. Fire Wormlings replaced by Scorchlings. The card has been replaced on all players inventory. Other general and card fixes.
New Campaign Map
Heart of Trouble, 1-player campaign map
In Heart of Trouble, Skylords team up with Bren Morhold, the self-proclaimed Ragged King, in a unique 1-player map that plays like a co-op scenario.
The map can be found on the world map after Oracle:
Upgrades have been redistributed into Heart of Trouble:
Uncommon: Burning Spears - from The Soultree, Into the Jungle, Into the Jungle Twilight Crawlers - from Empire, Into the Jungle, Into the Jungle Twilight Slayers (Shadow affinity) - from Ravens End, Into the Jungle, Into the Jungle Twilight Slayers (Fire affinity) - from Ravens End, Into the Jungle, Into the Jungle Bandit Sniper - from BadHarvest, Unexpected Visitors, Unexpected Visitors Wasteland Terror (Nature affinity) - from Oracle, Unexpected Visitors, Unexpected Visitors Wasteland Terror (Fire affinity) - from Oracle, Unexpected Visitors, Unexpected Visitors Rare: Bandit Minefield - from Bad Harvest, Into the Jungle, Into the Jungle Banzai Lord (Shadow affinity) - from Mo, Unexpected Visitors, Unexpected Visitors Banzai Lord (Nature affinity) - from Mo, Unexpected Visitors, Unexpected Visitors Raven Archwalker - from Convoy, Unexpected Visitors, Unexpected Visitors Bandit Hut - from Blight, Into the Jungle, Into the Jungle Ultra Rare: Bedrock (Frost affinity) - from King Of The Giants, Unexpected Visitors, Unexpected Visitors Bedrock (Shadow affinity) - from King Of The Giants, Unexpected Visitors, Unexpected Visitors Storybook pages can be found at:
Plot > Renegade > The Search for Twinaxe > Page 53+
New PvP Map
Taros, 1vs1 PvP map
Our first official PvP map features a unique twist, allowing you to quickly reposition your forces using teleporter circles.
A spectator version is also available.
Battle Arena Changes
2v2 and 3v3 are now identical unit and spell-wise. Fixed an issue with the loading screen banner to properly show during replay loading. Removed Spells: T2: Ice Shield (Ice Shield Tower Ability - applied instantly) T3: Tainted Fealty (Satanael Snapjaw-Ability) T4: Tainted Fealty (Satanael Snapjaw-Ability) Added Spells: T2: Area Ice Shield T2: Sleet Storm T3: Ward of the North T3: Sleet Storm T4: Coat of Protection T4: Sleet Storm Removed Units: T1: Sunderer T1: Nightguard T1: Snapjaws T1: Bandit Skyrake T1: Amii Paladins T2: Energy Parasite T2: Darkelf Assassins T2: Spirit Hunters T2: Stone Shards T2: Magma Spore T2: Twilight Slayers T2: Lost Archers T3: Twilight Hag T3: Aggressor T3: Cultist Master T3: Silverwind Lancers T4: Bandit Tortugun Added Units: T1: Lost Archers T2: Nightguard T2: Aggressor T4: Bandit Tortugun (Battle Arena Version) Timings changed: T1: 4min -> 3min T2: 5min -> 4min T3: 6min T4: 15min
Scorchlings
Fire Wormlings has been replaced by Scorchlings, due to problems.
Everyone that logged in after June 1st will have Fire Wormlings portrait added to their inventories.
General Fixes
Replace Fire Wormlings with Scorchlings on the loading screen. Fix crash when watching replays before login. Fix occasional crash on match end related to destroying buildings. Revert pagination on the season leaderboards. Improved inventory question mark icon for advanced filtering background and size. Empire: Players now gain control over their respective teleportation lever if they claim a monuments or well within 30m range. Monuments and wells now also count as entities for keeping control. Random PvE: Standard (only diff 1): Bosses will no longer spawn. Global Map Modifier Nature 1 (Immunities): Remove immunity against "DoTRefresh" and "DamageOverTime". Fixes interaction with Evil Eye and others that use damage over time. New achievement "Ragged Royal Rumble" Win the 1-player scenario Heart of Trouble on Advanced difficulty or higher with you playing only cards of the Bandits faction except T1 cards. Reward Milestone 1 for winning Advanced: Bandit Hut Reward Milestone 2 for winning Expert: both Banzai Lords Brannoc is now optional for season challenge 4.2: Win the 1-player scenario Mo on standard difficulty or higher, with all team members playing only Fire, Twilight, Bandits or Neutral cards, with your only unit card being Brannoc. New season challenge 4.5: Complete different campaign scenarios or featured community maps on advanced difficulty or higher, with all team members playing only Fire and Neutral cards, and with all units being only beast, primordial, and artifact units. New season challenge: Win the 1-player scenario Heart of Trouble on Standard difficulty or higher with you playing only cards of the Bandits faction except T1 cards. New map scripts for map makers (plus negated versions): GeneratorIsInRange PlayerGeneratorIsInRange MonumentIsInRange PlayerMonumentIsInRange EntityAliveIsInRange
Cards Fixes
Flying Lost Souls units: Active ability Revenant's Doom: Fixed an issue since patch 400049 that flyers would no longer play the ankh effect on activation: Affected units: Lost Dragon (Nature / Shadow) Lost Spirit Ship (Fire / Nature) Lost Vigil (Nature / Shadow) Bandit Sniper: Active ability Focus Shot: Improved description to be more consistent. Dreadnought: Passive ability Thrall of Winter: Fixed an issue, where the regeneration would not start if piercing damage occurred on full hp units that already had an ice shield. Improved description to be more consistent. Healing can now restore squad members. Toggle ability Shared Pain: Improved description to be more consistent. Now properly displays a status bar description on itself as emitter. Improved the status bar description on affected units to be more consistent. Envenom (Fire) / Envenom (Shadow): Infused Intoxication / Tainted Intoxication: Added missing time until reusable to the card description and improved it to be more consistent. Improved tooltip description on affected targets to be more consistent. Improved upgrade III description to be more consistent. Forest Elder (Nature) / Forest Elder (Frost): Active ability Forest's Charm: Improved upgrade I and II description to be more consistent. Improved description to be more consistent. Forest Elder (NPC): Autocast ability Forest's Charm: Improved description to be more consistent in French and Russian. Gate of Akylos: Change classification from Fortress to Shrine. Hellhound: Remove the classification as a "Beast". Lifestream: Active ability Life Link: Improved the status bar description on itself to be more consistent. Improved the status bar description on affected units to be more consistent. Mindweaver: Active ability Edict of Command: Removed a special immunity checker and thus can now take over Stonekin Rockstorm (NPC), Nox Trooper: Active ability Overload: Improved description to be more consistent. Nox Trooper (NPC): Active ability Overload: Improved description to be more consistent in Russian. Oracle Mask (Fire) / Oracle Mask (Nature) Active ability Infused Mysticism / Gifted Mysticism: Improved description to be more consistent. Shrine of Martyrs: Passive ability Blessing of the Martyr: Global status bar icon will now behave like Shrine of War and show an icon for each player that benefits from the effect instead of showing icons for players whose entities can be targeted by the effect. The Incredible Mo: Added the classification as a "Shrine". Removed the cosmetic classification as "Statue". Bandit Sniper (NPC): Changed the units orbs from 3 Neutral to 1 Neutral and 1 Fire and 1 Shadow. Removed former flavor description: "Has a powerful ranged attack." Increased displayed average attack damage over 20 seconds from 1000 to 1780. Now properly displays his autocast ability Overload: ''Every 9 seconds, unit releases a powerful shot after a preparation time of 4,5 seconds that deals 660 damage to enemies. Has a long range of 50m. Knocks back small units. Cannot be used if a hostile unit is within a 20m radius.'' Improved existing status bar description if 'Distracted' by nearby hostile units to be more consistent. Now properly displays his autocast ability Rifle Attack: ''Every 4,5 seconds, unit fires a blast of energy at enemies that deals 180 damage.'' Lost Crawler (NPC): This is about the Halloween event entity from Spooky Encounters. Changed the units orbs from 2 Neutral to 1 Frost and 1 Shadow. Passive ability Blowout: Increased time until explosion from 1.5 seconds to 3 seconds. Lost Crawler (NPC): This is about the generic entity. Changed the units orbs from 2 Neutral to 1 Frost and 1 Shadow. Passive ability Blowout: Increased time until explosion from 2.25 seconds to 3 seconds. Slaver (NPC): Changed the units orbs from 2 Neutral to 1 Fire and 1 Nature. Now properly displays his passive ability Blowout: ''If the unit dies it will trigger an explosion after 3 seconds dealing 250 damage to enemies in a 10m radius, up to 400 in total. Knocks back small units.'' Fixed an issue where this ability would not properly apply his counter damage bonus against M sized units (now works like the player card but with a different counter). Now properly displays his passive ability Steadfast: ''Cannot be knocked back.'' Removed his unnamed passive ability Payback: When being trampled, unit deals 100% of that damage (trample damage is 10) to the hostile unit. Lost Watchtower (NPC): Adjusted internal class from Shadow to Lost Souls.
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Metagross31 liked a post in a topic by Carofex in Community Update - May 2025
check out filter "class name:primordial" for all units which can buff Fire Wormlings ability Primal Resonance.
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Ultralord liked a post in a topic by Carofex in Official PvE Event #14: The Amii Trials - Until 03.10.2024 23:59 CET
Amii monument is considered as Amii?
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Kapo liked a post in a topic by Carofex in Community Update - September
I will give 100k BFP to the first player who gives me a replay of Bad Harvest solo on expert difficulty. The Replay must be playable after the Amii-patch, so only the nerfed Amii-monument is allowed. Additionally: No bug-abuses, no relying on rare situations. Spawn-traps are allowed.
https://forum.skylords.eu/index.php?/topic/11959-bounty-for-pros-bad-harvest-solo-after-nerf-of-amii-monument/
Edit: There are already at least one replays to find on youtube from yesterday. So my fears are not fundamental and I cancel my challenge
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Metagross31 liked a post in a topic by Carofex in Patch #400047 - 29 June 2024
is it possible to add the visible radius on the ground for the necroexplosion ability of lost dancer.
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Ultralord liked a post in a topic by Carofex in Battle of Tactics #5: Show Me What You Got - PvP Tome Tournament on: 10.12.2023
Bird will be happy.
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Metagross31 liked a post in a topic by Carofex in Battle of Tactics #5: Show Me What You Got - PvP Tome Tournament on: 10.12.2023
Bird will be happy.