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WatcherOfSky liked a post in a topic by Majora in Community Update July 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!
• Season #1 - Primordial Fire - Month #2
Last month, we released a patch that kicked off our very first Season, and the reception has been largely positive! Player numbers have gone up, and Skylords are enjoying the fresh challenges the season brings. This season will last for four months: June, July, August, and September.
Unfortunately, with so many moving parts, some bugs were inevitable. Our team has worked hard to fix as many of them as quickly as possible. We've addressed these issues through several hotfix patches, which you can find in the patch notes here. Some of these hotfixes include minor touch-ups related to the season, such as description clarifications and small UI improvements. The update from June 29th also included minor balance changes, so be sure to check out the patch notes.
We'd like to take this opportunity to address a few topics that have come up frequently since the season's release:
Connection Problems for Russian Players
We've noticed that some Russian players are experiencing issues connecting to our server, which is located in Germany. Although these issues began around the time of our patch release, they are actually the result of sanctions outside of our control.
We're currently exploring alternatives, such as hosting a VPS in another region to forward traffic. We expect to have more information within the next 1 to 3 months. In the meantime, we advise affected players to use a VPN to connect.
Nightmare Challenges
We’ve seen some players expressing frustration about not being able to complete certain challenges or finding them too difficult. We want to emphasize that Nightmare challenges are intended for the highest-level players and are not required to earn the top rewards. You will be able to unlock Promo Sunderer this season without completing any Nightmare missions. However, you will need to complete the second and third batches of challenges (along with most repeatables), which will be released today and in August.
We highly advise players not to burn out on a specific challenge if you are not having fun. We’ve tried to include content for everyone this season. That means some challenges may feel too easy, while others may feel too difficult, depending on your playstyle. But remember: you don’t need to complete everything. We do encourage you to try strategies outside your comfort zone, but at the end of the day, it’s all about enjoying the game. And if you do want to conquer a particular challenge, the community is more than happy to help. Be sure to check out our Discord if you're looking for advice or teammates!
Dwarfen Stronghold
Challenge 2.5 requires players to complete two community maps. It reads:
Win the 4-player featured community maps Dwarfen Stronghold Rework and Twisted Legends on advanced difficulty or higher, with all team members using decks that contain 10 or more Fire, Twilight or Bandits cards.
Some players experience a crash or error when trying to host the map Dwarfen Stonghold Rework.
To fix this, close the game, go into your doc/BattleForge/map folder and delete all instances of Dwarfen. After restarting the game, you should now be able to download the correct map and host your match.
Filtering for Twilight Edition
Challenge 2.8 has caused some confusion among the player base. It reads:
Complete 5 different campaign maps or featured community maps on advanced difficulty or higher, with all team members using decks that contain only Fire, Twilight or Bandits cards, none of which are from the Twilight edition.
Back when the original BattleForge came out, cards were released in expansions, with the base set being called the Twilight Edition, and cards were purchasable in boosters from specific expansions. When we overhauled the economy to free-to-play, we actually removed those edition-boosters, and replaced them for faction-boosters instead. While this was a great improvement, it also means that non-veteran players were never really exposed to the "Twilight Edition'' naming. This was an oversight on our part when we created this challenge.
To clarify; cards from the Twilight Edition all have the Sunrise Icon, are only Nature, Shadow, Frost and Fire (so no hybrid/neutral), and have no affinities. Even though the name might imply it, the Twilight Edition contains no cards from the Twilight faction.
For this specific challenge, there is actually a filter you can use to exclude every card from the Twilight Edition. If you write the following text into the search bar of your inventory, you are left with all cards that are not included in the Twilight edition:
!(edition=twilight)
Just remember that challenge 2.8 also restricts you to Fire, Bandits or Twilight (the faction, not the edition!) cards, though you can easily filter for those with the elemental buttons on the left.
If you want to know more about filtering options, have a look at our Advanced Filtering document. It goes into detail what is possible with the search bar, and how it came to be.
Fire Wormlings
Fire Wormlings, unfortunately, hold the questionable honor of being the most problematic card in the history of this project. Initially intended as a new type of archer to be placed on walls, it had to be completely redesigned after model issues made that original concept impossible. Then, after finally being released, the card caused lag spikes when played for extended periods. Thankfully, we were able to fix those lag issues relatively quickly, but soon after, another problem surfaced: players began reporting widespread desync issues.
Unfortunately, we have not yet been able to identify and fix the root cause of these desyncs.
To better understand the complexity of the situation, consider the following:
- Fire Wormlings is a resized version of an XL model.
- It's a squad unit, based on a model that was never originally intended for use in a squad.
- Its attack lays down a unique visual effect that deals damage over time.
- It has a buff that checks for specific unit classes nearby, activating and deactivating accordingly.
- It uses the worm model, which moves in a very unique way, basically teleporting across the map while appearing to burrow underground.
- Desyncs are reported in most matches where Fire Wormlings are played.
- In single-player matches, the desync warning does not appear, but replays are often out of sync with the actual match.
- None of our tests so far have been able to pinpoint the issue with certainty.
We’ve been testing a variety of solutions, including removing the passive ability, resizing the worm, or converting it to a single unit. While we still lack a definitive answer, current evidence suggests the desyncs are related to the movement behavior of the worm model. Similar reports have occurred for the original XL worms in the past, but those units are played less frequently, and later in matches, due to them being Tier 4. Additionally, those issues have been rare and hard to reproduce consistently. We suspect that the combination of smaller size and squad mechanics increases the likelihood of movement-based desyncs. For instance, if the squad moves over uneven terrain or is knocked around, parts of the squad can get separated or stuck, increasing instability.
We considered temporarily restricting the card in multiplayer, until we discovered the same issue also affects single-player matches. Adding to the challenge is the open in-game market. While Fire Wormlings is part of the season rewards, some players have paid a significant amount of BFP to acquire it. Simply removing the card and refunding players isn't viable, since that also raises questions about how to handle those who sold the card. We obviously don't like players not being able to use their new cards. At the same time, players are currently asking each other to stop using the card, basically banning it from play anyway.
We considered replacing the model entirely and reworking the card from scratch, but this would also require new artwork, effectively meaning we’d need to remove the Wormlings and create a completely new unit. This would be a months-long process and would seriously disrupt our planning. Fire Wormlings is also heavily featured in our marketing for the season, so removing it is something we hope to avoid.
So, where does that leave us?
We are currently testing a version of Fire Wormlings that removes the squad mechanic, and results so far have been promising. However, we still haven’t found a consistent fix for the desyncs, and we’re increasingly concerned that the worm model itself might be inherently problematic.
Because of this, we’re also exploring the option to rework the burrow movement, potentially replacing it with a more generic movement style while maintaining a similar visual through existing animations. However, we are limited in our options here, considering we don't have the source code and can not create new models or animations yet.
We hope this breakdown helps players understand why Fire Wormlings is still not fixed and why solving the issue has been so challenging. Due to our limited testing capacity, we are now considering deploying the most promising version of the card to the live server soon, to collect feedback and data from the broader player base. We would also like to expand our internal testing, so if you want to help out as a tester, consider reaching out.
With your help, we hope to finally identify the exact cause and deliver a stable version of the card for everyone to enjoy.
Changes mid-season
Many of you have already shared what you like and dislike about various aspects of the season. From challenges and rewards to UI and descriptions, your feedback is incredibly valuable in helping us determine whether we’re on the right track. While we’ve already been able to implement some quality-of-life improvements based on your input, not all suggestions can be incorporated mid-season. That said, we are carefully observing what works and what doesn’t, and we will take this into account for future seasons.
Common feedback includes the option to play Standard difficulty on certain challenges, less restrictive deck-building, and the concern that neutral/legendary cards are not playable in any future season with the current setup. We’ll definitely keep this feedback in mind as we prepare for Season 2.
Non-seasonal content
We’re also hard at work on a new patch unrelated to seasonal content. While we believe it’s important to offer exciting rewards through the seasonal track, you can still expect new cards and new map releases through content patches, just like we did before the introduction of seasons.
While we don’t have anything concrete to share just yet, we expect to have more to announce soon!
• Seasonal Challenges Batch #2
As we enter the second month of this season, a batch of additional challenges is now available!
The following challenges are now active:
20+10 1 3.1 - Survive until the end on the survival community map, The Last Soultree on advanced difficulty or higher, with all team members playing only Fire cards. 20+10 1 3.2 - Win the 1-player scenarios Behind Enemy Lines and Siege of Hope on advanced difficulty or higher, with you playing only Fire cards and no building cards. 20+10 1 3.3 - Win the 2-player scenario, Crusade and the 1-player featured community map Spooky Encounters on advanced difficulty or higher, with all team members playing only Fire cards of Tier 2 or below. 20+10 1 3.4 - Win the 4-player scenarios Empire and Raven's End on advanced difficulty or higher, with all team members playing only Fire or Neutral cards, with units of Tier 2 and above being Neutral units.
We hope you enjoy the current batch of challenges! The final set of challenges (including new Nightmare missions) will release in August. Players will then have the entire month of September to complete any remaining challenges before we wrap up this first season.
After the season concludes, players will be able to use the new Relic resource to purchase any missed seasonal cosmetics rewards, including the Promo Sunderer, through the Relic Shop. Relics can be earned during the season by completing challenges and by beating the weekly map affected by a map modifier. The Fire Boosters and the cards Fire Wormlings, Hellhound and Treasure Wagon will not be purchasable with relics however. The new cards will drop from boosters after the season has concluded.
Our next season will also feature relics that can be used to purchase rewards from Season #1 – Primordial Fire.
• New Card Reveal - Amii Ashrider
While players continue with the first season, we are constantly working on additional content and are once again able to give you a sneak peek into a future new card. We have already expanded the Amii unit roster with various new cards: Amii Paladins, Amii Sentinel, Skydancer and Energy Core. Now that Elkondo has settled into our art department, we are able to create a new tier 2 unit for the faction.
Let's take a look at Amii Ashrider!
Please note: We are still working on the card. While we are generally happy with it, numbers and effects might still change before release.
Ride of the Amii
When the unit is surrounded by 3 other friendly Ashriders in a 25m radius, it moves at high speed (8.0 m/s) and knocks back small and medium units dealing 25 damage, up to 100 in total.
Elusive
Units with Elusive have the duration of the immobilizing effects of Freeze and Paralyze reduced by 10%.
Design notes:
There are several cards in the game with movement knockback mechanics that deal damage. These are mostly confined to the higher tiers and besides the reworked Colossus are found on ranged units like the Worms or the hybrid melee-ranged unit Thunderwagon. When we were thinking of a new Amii T2 unit, we thought it was time to finally put the movement damage effect on a lower tier unit. Particularly, we thought it would fit with a horse-based Amii unit, therefore allowing players to simulate performing a cavalry charge. As can be seen with the new Treasure Wagon card, having a perpetual M-sized trample effect in T2 provides a substantial amount of crowd control.
Ashrider is our first non-T4 Amii unit made specifically for PvE. Other Amii units, towers, and spells are on the way to flesh out the faction's T2 and T3 arsenal in PvE and allow players to enjoy a full Amii deck from T2 onwards.
Amii Ashrider will release in an upcoming content patch, date to be announced.
• Art Spotlight - Amii Ashrider
Amii Ashrider was drawn by our artist Elkondo. Below, he will share what went into creating the new unit. Take it away Elkondo! "The first challenge was to come up with a clear and distinct pose for the unit. Since Skylords Reborn already features multiple horseback units, it was important to differentiate it with a unique silhouette as well as colors." "After some exploration, the pose was quickly decided, and with a quick paint-over, the general vision for the artwork became clear." "At this stage all that was left was cleanup. The 'Ride of the Amii' skill causes the unit to leave behind a trail of green smoke - this was something we wanted to show in the artwork."
"As cool as it was, however, it looked too much like flames. At the same time, we wanted to simplify the background to make the unit stand out a bit more. It took a few attempts to finally find contrast that works best." "With the background done, it was time to polish the main subject a bit and add some much-needed details. We realized the attempted strong perspective on the rider didn't really work any more. The green flames were also removed to try a different look later." "Lastly, alongside additional polish and new smoke effect, the lance was simplified and moved, as the previous intricate design didn't really fit the Amii aesthetic."
And that is how our latest Amii unit got its artwork! We hope you are looking forward to Amii Ashrider!
• Team Changes
We are happy to announce that two new members have joined our volunteer team! First off, VicRattlehead has joined our team as a Discord Moderator, while also showing interest in helping out with development in the future. Secondly, Arphox has already offered a lot of help in regards to improving our updater, and has now properly joined the team as a Tool developer with the goal of making more improvements. Thank you both, and welcome to the team!
• 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:
• STREAM - WINNER REVEAL: Battle of Tactics #9: The Great Mage Magician - 04.06.2025
Find out who is the greatest of the Great Mage Magicians and their mighty generals in the winner reveal stream of this 3-player event. Join Ultralord on July 4 at 7:00 PM on Twitch.
• FINISHED - The Skylords Reborn Spring Cup 2025
The Spring Cup was our second PvP tournament of the year, and it included some great matches. The tournament was hosted and livestreamed by Ultralord, and you can watch the action here.
• NEW - PvP Tome Tournament - 06.07.2025 15:00 CET
Tome was a PvP game mode in the original BattleForge where players had to build their decks with cards from boosters. With everyone playing with random cards, there are bound to be some unconventional strategies! Please sign-up in advance.
• COMING SOON - Crystal Solid Defence - PvE Event - Starting 11.07.2025 until 27.07.2025
While we arent ready to reveal this event just yet, be sure to check back in on the 11th for a new PvE Event!
• 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 Fire booster: HEAT-LAVA-FIRE-CARD
This code is valid until August 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 June 2025
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WatcherOfSky 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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WatcherOfSky liked a post in a topic by Majora in Community Update - April 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!
• Skylords ReBOOM
Today, we have a very exciting announcement to share! After introducing new cards, campaign maps, features, and even new game modes, we feel it's time to branch out even further. Please check out the trailer below.
That’s right—Skylords Reborn is entering the first-person shooter genre! Join Bandit Sniper Guy on his adventure as he faces familiar foes from the world of Nyn. While we will continue releasing new content for Skylords Reborn, the majority of our development focus will shift to Skylords ReBOOM. We hope you'll join us on the battlefield!
Pre-orders are up now, so get your copy!
• New Card Reveal - Hellhound
Back in 2023 we held a card-creation contest, inviting the community to share their ideas for potential new cards, which were then judged anonymously by our designers. While many great designs were submitted—some of which have already made their way into the game, like Energy Core and Gate of Akylos—we might have saved the best for last. The highest-rated entry was Hellhound, an upcoming L-sized unit for Pure Fire. Let’s break down the card!
Magma Armor
Takes 25% less damage from ranged and magical attacks. After 5 seconds in combat, damage reduction increases to 40% less damage, and after 10 seconds in combat, the damage reduction increases to 60% less damage from ranged and magical attacks. Resets after 10 seconds out of combat.
Pyroclastic Flow
Cause Magma Armor to explode, dealing 660 damage to enemies in a 15m radius, up to 1980 damage in total. Magma Armor is reset to 25%. Requires Magma Armor to be fully charged. Reusable every 20 seconds.
Design notes:
Hellhound was the overall winner of our first ever Card Creation Contest, where we asked members of the community to submit ideas for new cards. The original design has seen little change since then. Hellhound is an L-sized T3 Pure Fire unit. Similar to Moloch, it has resistance to ranged and magical damage, though in Hellhound's case this resistance begins at 25% and scales up to 60% the longer the unit remains in combat. Once the armor fully scales, Hellhound can activate Pyroclastic Flow, exploding its Magma Armor to deal up to 1980 damage to nearby enemies.
The general concept behind Hellhound is to have a Fire unit that slowly scales in durability as it fights, but which can then transform that durability into damage. This will allow Hellhound to quickly clean up camp remnants, including flying units, using Pyroclastic Flow when Magma Armor is no longer needed.
Hellhound will be released in a future content patch—details to be announced!
• Art Spotlight - Hellhound
Hellhound started out as a trial task for Psyagita, who was interested in joining our art team. Unfortunately, they ended up being too busy to continue, but were kind enough to let us move forward with the work. We dove into our archives and found some early sketches from the art process! Psyagita first provided us with these three sketches. Our lead artist at the time, Tweeto, had this to say about the initial batch: "I think I prefer the 3/4 view of the face over the profile version and am interested in seeing a more dramatic and imposing angle of the creature itself. Could you try sketching it from a lower perspective to highlight its intimidating presence?" Psyagita came back with two new attempts. We preferred the second one, as it had more of an action pose—which tends to look better in a card frame. Work then began on finalizing the pose and adding color.
At this point, Psyagita unfortunately became too busy, so our artist SpiritAlpha took over the task. Since we were working on the model simultaneously, we made a few adjustments that were reflected in the updated artwork—most notably, a new color for the flames and fur. The piece was coming along nicely, but we felt it stood out a bit from other Fire cards, particularly due to the grey background. We also wanted to make sure the card felt cohesive in the deck bar alongside other Fire cards, so we looked to other units in the faction for inspiration. By adding purple elements to the cave background, the artwork popped more and felt more in line with the rest of the Fire faction. After several rounds of feedback with our art group, we finalized the artwork for Hellhound. We’re very happy with the result and hope you’re excited to play the card yourself in the future! A big thank you to Psyagita for laying the groundwork for this unique piece, and to SpiritAlpha for bringing it across the finish line! • Team Changes
We’re excited to announce a new addition to our art team—Elkondo has joined us as a 2D artist! We hope you'll get to see some of his card artwork in the near future. Welcome, Elkondo!
We’re also happy to introduce Sabri as our new audio designer. Sabri has joined the team to support various audio-related tasks, including creating the sound effects for the recently released card Spirit Gate. We really appreciate the help!
Meanwhile, Prof_Emezy has stepped down from the team. He contributed as a Discord Moderator, Proofreader, and supported some exploratory work in marketing. We'd like to thank him for his efforts and dedication during his time with the team.
• 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 - Rookie Tournament - 12.04.2025 at 16:00 CET
Interested in PvP, but intimidated by the veterans? We got you covered! Join this Rookie tournament, where only rookies can join and there are prizes for all participants! The tournament will be hosted and livestreamed by Ultralord, please sign-up in advance.
• NEW - Battle of Tactics #8: Maximum Support - Until 13.04.2025 23:59 CEST
Battle of Tactics returns in 2025 with another tricking and exciting challenge! Play a modified version of the map Oracle, including a special pre-game twist, allowing you to scale the difficulty up and down! More information.
• COMING UP - Skylords Reborn Mega Quiz - 03-05-2025 at 20:00 CEST
Win prizes with your knowledge of BattleForge! Join the Mega Quiz live on Twitch for a chance to win BFP and boosters. Come hang out with us, win some prizes, and perhaps learn a new thing or two! More information.
• FINISHED - Skylords Reborn Winter Cup
The first PvP tournament has been completed! You can rewatch the action with commentary by Ultralord and special guest Toggy, with this highlight video.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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: WARM-FIRE-CATS-PURR
This code is valid until May 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 March 2024
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WatcherOfSky 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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WatcherOfSky liked a post in a topic by Majora in Community Update - March 1st 2025
We have also released spotlight videos for the new cards. Please give them a like for the mighty algorithm!
A big thank you to Dreamlord for voicing our spotlights!
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WatcherOfSky liked a post in a topic by Majora in Community Update - March 1st 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 announcement
Great news Skylords! We will release a new content patch this weekend, introducing some exciting new cards, QoL fixes and balance changes!
This patch will contain 4 new cards, two of which have been revealed in previous Community Updates, while the other two are a surprise release. Get ready to collect the long-awaited "Gate of Akylos", the first Amii building "Power Shrine", a new teleport spell "Spirit Gate" and a spawn building for the bandit faction; "Bandit Hut".
These new cards have been long in the making, and we hope you are looking forward to the new options they will bring.
Besides new cards, this patch also includes major reworks to several cards that were underperforming in PvE, such as Ice Shield Tower, Mountaineer, Strikers, and Altar of Nihil.
We have also included some map changes, most importantly a rework to the map Empire. 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. A rework of the magical devices and the ritual at the end should also streamline the experience.
Lastly, this patch includes one of the most frequently requested features since release: easier distinction between affinities. Affinity differences are now highlighted in each card's description. Each card's specific affinity now has colored text whose color corresponds to its affinity element. These sections of highlighted text consist only of those words and abilities which are different than the ability of its alternative affinity card. Players who hover over cards with affinities in-game will immediately notice the changes.
Head over to the patch notes for a full list of the changes and additions to the game.
This patch will release on March 2nd.
• New Featured Community Map: Thirsty Journey Home
While work continues on more official campaign maps, the public map editor continues to deliver new content. The new community map "Thirsty Journey Home" is the latest addition to our featured community maps. Featured community maps are high quality maps that count toward your daily playtime/rewards. This latest addition was created by one of our members on the map team, R4bitF00t, as a personal side-project.
Thirsty Journey Home introduces Bren, a knight from Lyr who got lost on his way home. He now finds himself in a desert populated by bandits, while the Stonekin are on his trail. Can you help him find his way home?
You can find this new map in the Community Map section on the World Map. Look for the featured map Thirsty Journey Home, marked by a star.
Please note: this map will release alongside the new patch on March 2nd. There will also be a release event to win one of the new cards!
From the creator:
I really liked Mo's story in the original game, and wanted to make another character that players could enjoy. I hope I succeeded, and Bren will become another small part of Skylords Reborn you will cherish ^^ This is not the end of his story though; I plan to share his story over a 3 map odyssey. I hope you will continue to help Bren in his journey when the time comes.
- R4bitF00t
• Marketing Questionnaire
Skylords, we'd like to ask for your help.
Skylords Reborn has a steady player base that consists of mostly original BattleForge players, as shown by our yearly feedback surveys. Most of you found out about the project due to some nostalgic Google search, or through friends.
While the game is old (the original Battleforge released in 2009!), it stood the test of time quite well, and there is a lot to love for a RTS/TCG player. A recurring problem, even during the original EA times, is reaching those players. This has become even harder for us, considering we can not do any paid advertisement or marketing of the game.
This is where you come in. We would like to reach potential players by approaching promising streamers/YouTubers who are active in the RTS or TCG scene. We would like to ask the community for help in our search for potential players that might enjoy this great game.
Please take 2 minutes to fill in our short questionnaire.
• New Card Reveal - Phantom Stampede
While our next patch is releasing soon, we are already hard at work on future content. Lost Hulk was originally created as a fun unit for our Halloween Map Spooky Encounters, but ended up being embraced by the community. While we did not have the intention to add it as a player card originally, the interest from the community caused us to look at ways to include it somehow. Today, we are taking a look at the new spell card Phantom Stampede!
Please note: We are still working on the card. While we are generally happy with it, art, numbers and effects might still change before release.
Ghost Train
Creates a stampeding Hulk that moves along a defined path of 35m dealing 750 damage to each enemy unit the Hulk passes through. Allied units along the path are granted Ice Shields which absorb up to 880 damage for 30 seconds. Reusable every 25 seconds.
Phantom Stampede does something we have never done before: spawning a unit that acts like a spell. Doing so was not without its challenges. Check out this early footage of its development while we were still figuring things out.
Design notes:
Phantom Stampede is a hybrid support and damage spell meant to give Lost Souls a faction specific damage spell that does not rely on revenants, as well as a sustain option beyond Blood Healing. The card was inspired by the widespread desire to see the Lost Hulk unit as a playable card. We thought extensively about ways to add Lost Hulk to Lost Souls in a way that would be interesting and in-line with the faction's identity, but we ultimately determined that a stampede unit would not fit into Lost Souls. Still, we wanted to give players some way to use Lost Hulk, causing us to develop this spell.
Phantom Stampede will release in a future content patch, date to be announced.
• 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 - Thirsty Journey Home - March 2nd until March 16th
To celebrate the release of both the new patch and the new featured community map, we have a special release event. Simply play the map and upload a replay for a chance to win one of the new cards! More information.
• NEW - Skylords Reborn Winter Cup
Get ready for some PvP action! The Winter Cup is the first 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.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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: VOID-GATE-WARP-HOME
This code is valid until April 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 February 2024
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WatcherOfSky liked a post in a topic by Majora in Community Update - February 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!
• Feedback Survey
We'd like to start this community update with a big thank you for providing your feedback through our Yearly Feedback Survey. Over 1.400 Skylords took the time to share their thoughts with us, which is much appreciated!
Just like last year, we have gathered all the responses and condensed them into a brief presentation. While this presentation mostly focused on graphs and general data, rest assured we read your personal comments and will take your feedback from open-questions into account as well.
• An update on Gate of Akylos
Exactly a year ago, we announced the exciting new Lost Souls card Gate of Akylos. Sadly, we ran into technical limitations and underestimated the amount of work this card would take to implement. The card was put aside in favor of focusing on other content. We recently picked the card up again, and figured out a way to make the card work as intended. We are currently testing out this iteration, and things are looking hopeful for its release sometime in the future. Gate of Akylos is a powerful tier 3 shrine, making use of our hybrid orb to allow deck diversity among Lost Soul decks looking to play it. You can check out the original card reveal here. We are excited to bring this new card to the faction, and want to thank you for your patience! • New Card Reveal - Treasure Wagon
Today we have a very unique new card to reveal. Treasure Wagon gives you control of one of the wagons from the legendary Treasure Fleet. How will you use this card to your advantage? Let's break down the card!
Please note: We are still working on the card. While we are generally happy with it, art, numbers and effects might still change before release.
Fool's Gold
When the unit is destroyed, 2 Thugs will spawn out of its remains.
Relentless Stomp
Tramples small and medium units. Additionally, Treasure Wagon cannot be slowed by unit collision.
Resilient
This unit takes 50% less damage.
Slow
This unit has Slow movement.
Avarice - Mode-Change 20p
The lure of immense wealth attracts the attention of every hostile unit within a 20m radius around Treasure Wagon. Affected enemy units within this aura will then be forced to only attack the caster and cannot be controlled any more. Reusable every 3 seconds.
Design notes:
Treasure Wagons are an icon part of the campaign and we wanted to find a way to put them in the player's hands. While legendary cards are already hard to design, Treasure Wagon suffers from the additional issue that it has no attack. This required us to get creative to develop a viable unit design for a non-attacking XL-unit in T2. Taking inspiration from the lore, we gave it a taunt, Avarice, which allows Treasure Wagon to function as a tank unit, drawing fire away from the player's offensive units. Taking more inspiration from the lore, we made it spawn 2 Thugs on death, as the Wagons were used to hide Fire units during the Treasure Fleet campaign mission.
Treasure Wagon will release in an upcoming content patch, date to be announced.
• Team changes
Our team is constantly evolving. As new Skylords join the team, old ones move on to other projects or life responsibilities. We would like to thank Hirooo (card implementation/faction designer), Runeseeker (marketing), Linkz (moderator) and Pierakor (tool development) for their contributions during their time with us.
With our team spanning members across the globe, developments in the world, such as the war in Israel, have sadly also impacted our team. While we do not know if something has happened, or if he is simply focused on other priorities, after a year of radio silence we unfortunately have to accept that Tweeto has left the team. Tweeto has been with us since Community Update #1 and was responsible for the artwork of many Rebirth-edition cards, such as Coat of Protection, Burning Spears, and most cards from the Amii faction. He also inspired and supported our other artist SpiritAlpha, offering advice and encouragement. We are extremely grateful for his work on the game, and hope we will hear from him again. Thank you for everything Tweeto, we all hope you are safe.
In happier news, we are happy to welcome RainZy as our new outreach coordinator / brand manager. He will focus on reaching new players to grow our playerbase. Meanwhile, Prof_Amezy will take over our social media, working together to inform our current playerbase and grow our channels.
A warm welcome to both of you!
• 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:
• LAST DAY - Save Christmas - Until February 2nd
While Christmas is over, our event is not. Complete the 3 Christmas-themed community maps to earn yourself a promo Frost Mage. Be sure to do so before the 2nd of February, or you will have to wait till the holidays of 2025 to have another shot.
• FINISHED - PvP AI programming contest - Final Showdown
We have a winner! Find out which Bot won in our most recent PVP tournament that featured community-made bots facing off for glory. You can rewatch the stream, which had co-host Toggy make a special guest appearance. More information.
• Please fill in our short PvP-bots Feedback survey
We would like to ask you all to answer a short feedback survey about the PvP-bots-contest. Please, also fill it out even if you did not submit a bot for the final showdown. We want to learn what we could have improved! Take the survey here.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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: LOOT-SHIP-GRAB-GOLD
This code is valid until March 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 January 2024
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WatcherOfSky liked a post in a topic by WindHunter in Patch #400050 - 22 December 2024
Patch #400050 - Save Christmas
Welcome to our newest patch. This update contains our sixteenth balance patch for the game, 1 new promo card, one new achievement, and much more!
Patch Preview
Added three new featured community maps! Shadowy forces have mind controlled Santa and stolen his presents in these demonic re-imaginings of Bad Harvest, Treasure Fleet, and Slave Master! One new Christmas achievement; beat the new Christmas maps before February 2nd to receive the new promo Frost Mage! Reworked some T3 and T4 cards.
General Changes & Fixes
Fixed a large number of incorrect descriptions in all languages. Fixed storybook page order for Unexpected Visitors and Into the Jungle. Updated scratch code description on marketplace.
New Christmas Event Maps
While everyone was brewing hot cocoa and preparing cookies below the chimney, the forces of darkness have kidnapped the elves and mind controlled Santa! The Skylords must act quickly to recover the stolen presents, free the captured elves, and return Santa to sanity to save Christmas. Re-experience three classic campaign maps and earn yourself a new promo Frost Mage in the process! The event lasts until February 2nd and will reoccur yearly. You can find the maps in the Community Maps section of the World Map.
Christmas Fleet, 1-player map
Dark forces have stolen Santa's presents. The presents have been found, but you need to defend the sleighs full of presents until they can reach the North Pole.
Elf Master, 2-player map
Santa's elves have been kidnapped! Free the elves so they can make it home in time to spread Christmas cheer.
Naughty Harvest, 4-player map
Shadow units have invaded the north pole and mind controlled Santa! Defend Santa's sleigh while you help Santa return to normal.
New Christmas Achievement
Save Christmas [Card: Frost Mage (promo)]
Win the featured community maps Naughty Harvest, Christmas Fleet, and Elf Master on Expert difficulty during Christmas.
Game Balance Changes
[ Card Changes ]
Deepfang:
1. Icefire new effect: “If a building directly attacked by Deepfang is destroyed, a Stonekin Critter will spawn out of its ruins.”
2. Union general changes (both affinities):
A. Radius: 20m ➜ 30m
B. No longer requires a Stonekin Critter nearby to activate
3. Infused Union (r) buff:
A. 50% ➜ 80% more damage
B. Now buffs all friendly Stonekin, not just Deepfang and its Critters.
4. Gifted Union (g) poison: 50 ➜ 70 damage per second
5. Stonekin Critter’s Joyful Death: Now affects all Stonekin, not just Deepfang.
Deepfang is one of the worst designed cards in T3. It is full of little annoyances. The Union ability can only be triggered if a Critter is nearby, but Critters are low health and non-respawning, with a suicide ability to top it off. The fire affinity gives a +50% damage buff, but it has a small radius, only affects Deepfang and its Critters, has a long animation leading to a 660 damage loss, and is outcompeted by a 40p T1 Frost spell. The nature affinity actually deals damage, but it is a self-cast ability with a 20m radius on a ranged unit. Deepfang also comes with 2 Stonekin Critters, but they cannot respawn and their healing only works on Deepfang.
We are trying to fix everything in one fell swoop. Both Union affinities are being buffed by increased radius, increased effects, ability to work on friendly Stonekin units, and no longer requiring a Critter nearby. We are also adding a way to generate Critters by adding an Infect-esque effect to Deepfang's attack which only works against buildings. This should limit the number of Critters possible overall while making them feel like a real part of Deepfang's kit and identity. It also fits with our goal to add more building interactions to the Stonekin faction. Finally, we are expanding the Critter healing to all Stonekin.
Deepgorge:
1. Orb cost: Frost, Frost, Nature, Nature (T4) ➜ Frost, Nature, Hybrid, Hybrid (T4)
2. Infused Cold Clutch (r):
A. Aura now freezes instantly, not after 7 seconds.
B. Fire affinity, remove current effect and replace with: “Additionally, the usual damage reduction of frozen targets will be removed from all frozen enemies within the aura.”
3. Blessed Cold Clutch ➜ Cold Clutch
A. Add Frost affinity to auto-attack: Ether Eruption ➜ Blessed Ether Eruption
B. New effect: "Additionally, the building deals 100% more damage against frozen enemies and is able to ignore the usual damage reduction of frozen targets."
Improve splash-ability but still require all Nature or Frost orbs to keep it within Stonekin. Double hybrid will allow the card to be usable alongside Shatter Ice, so that players can do Shatter Ice + Deepgorge + Tectonic Shift combos. The goal is to make one affinity better on its own (Frost affinity) and the other affinity better as a support card (Fire affinity). While +100% damage increase against frozen targets might seem like a lot, please note that the last time we buffed Deepgorge we gave this card the largest stat increase in balancing history, and it is still barely viable. The frost affinity will have a 6k single-target dp20, which while decent, is still worse than both WBG and Volcano.
Stone Warrior:
1. Blessed Shatter Lance (b) damage: 2600, up to 3900 in total ➜ 2600, up to 5200 in total
2. Gifted Shatter Lance (g):
A. Now only works on paralyzed enemies
B. Damage: 1040, up to 1560 in total ➜ 2600, up to 5200 in total (same as frost affinity)
3. Shatter Lance: Apply damage overflow fix
We want to give Stone Warrior (b) a slight buff to continue improving on its synergy with Rageflame. At the same time, we are taking this opportunity to change how the nature affinity works. Right now, it is an unconditional damage ability and this fact prevents us from buffing its numbers. It is also odd because the nature affinity has a paralyze extension effect akin to the frost affinity's freeze extension effect, but the Shatter Lance has no paralyze synergy. We are therefore changing it to work on paralyze targets like the other affinity works on frozen targets and buffing its damage numbers to be equivalent.
Lost Horror:
1. Life points: 3730 ➜ 3230
2. Multishot - Both affinities may shoot at 3 targets at once.
3. Move affinity effects into the attack itself.
A. Infused Lost Goo (r) - Knocks back small and medium units.
B. Gifted Lost Goo (g) - Additionally, the goo is extremely toxic, poisoning every enemy it touches for 20 damage every second for 10 seconds.
Lost Horror(g) is one of the best beginner cards in the game. The same is not true for the fire affinity, which like many affinities is significantly worse. The damage difference between the cards is so high that it is difficult to ever imagine the player choosing the fire affinity. Therefore, we are buffing the fire affinity to also be able to target 3 enemies simultaneously and adding a minor poison effect to the green affinity. At the same time, we are chopping off 12% of the card's health as its life points are closer to a T3 melee XL-unit than a ranged unit.
Ravenheart / Ravenheart Promo:
1. Passive ability Fleet Support: now works on any allied Raven unit, including the Raven Archwalker.
2. Updated status bar icon to be more consistent.
[ NPC & Map Changes ]
New NPC Entities: Added several new Shadow entities available for use by official and community mapmakers.
Counter type fix: Fixed multiple NPC's to use the correct working armor type, so that they properly receive 50% more damage from attackers that have the matching counter type instead of 0% more damage regardless which counter attacked.
Teststrike: Added two additional abilities to Teststrike for maptesting purposes; one to drain own wells to get more power, and one to kill friendly units.
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WatcherOfSky liked a post in a topic by Majora in Community Update - January 2025
Greetings Skylords!
A new year; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
• Happy New Year and Anniversary
Happy New Year Skylords! We hope you had a lovely holiday, and wish you all the best for 2025.
December 18th marked the 4th Anniversary of Skylords Reborn, and we released a patch to celebrate the occasion. Be sure to check it out, because you can earn yourself a promo Frost Mage until February 2nd.
We would also like to remind you that our feedback survey will close on January 5th. Because Skylords Reborn is a community project, we want to understand what our players enjoy and what could be improved. Your input is vital to helping us refine the game and expand our player base.
We hope you’ll take a moment to answer the survey questions, as your responses will directly shape our development priorities. As a thank-you, everyone who completes the survey will receive two boosters. Your feedback will be anonymous.
In this Community Update, we are taking a look back at 2024, and share our plans for 2025. We have a lot to cover, so let's get started!
• Looking back at 2024
2024 was a great year for Skylords Reborn, and saw the release of new campaign maps, something players have been asking for since the start of the revival. But a lot of other things happened this year, and we'd like to take a moment to reflect upon 2024, and go over our releases. January 27th - 2024 Our first content patch for 2024 introduced two new cards; Tectonic Shift and Lost Mana Beast. We also added a new rPvE difficulty and made changes to the existing difficulty system to align it better with the campaign map difficulties. We combined this change with our rework of the campaign reward system with individualized upgrades, gold rewards overtime, and gold rewards on-loss. We added tutorial missions, where players receive rewards for simple missions meant to explain some of the harder to understand mechanics of BattleForge. Lastly, the anticipated Lost Soul rework was released, containing a large number of buffs to well-designed but underperforming cards.
We also released some quality-of-life features, like buttons in the Forge to pause, speed up and slowdown, made a change to the neutral unit exclusion rule, and improved responsiveness of the game.
Looking back
Tectonic Shift was a successful card release, with a healthy playrate in both PvP and PvE. It created its own archetypes and is a card which you can build a deck around. Lost Manabeast was a specific failure for two reasons, one, because it accidentally released with -25% less damage than intended, and, two, because the ability restriction was too high. We buffed the card to fix both these issues, but Lost Souls in general is in an odd spot. We changed it to function as desired, but it is too high-micro for the average player, so we likely need further changes to the faction. Our changes to the rPvE difficulty system were successful in our view, providing a meaningful bridge between the old level 9 and level 10 content.
April 27th - 2024 In April, we released the highly anticipated new card Bedrock. This patch also saw the release of Map of the Day, and the introduction of the Rebirth Booster, containing only cards from the Skylords Reborn Rebirth edition, earnable through winning multiple Maps of the Day.
We also made a few balance changes to underperforming Twilight cards, released some quality-of-life changes requested by the community, and fixed some bugs.
Looking back
Rebirth boosters have been a success both in terms of successfully speeding up the cost reduction of new cards and in driving player engagement with Map of the Day. Bedrock is a well-designed card, but we ran into major issues with the ability not showing up when you have multiple selected. The stone turtle is a cautionary tale about the real limits we have reverse engineering the game because we have not been able to fix the problem where the game thinks Bedrock's ability is a building ability, and it is not clear when we will be able to do so.
June 29th - 2024 We knew that our new campaign maps would take the spotlight of our next patch, so we decided to release a patch in June to give the new cards Icespike and Swarm some time to shine. We also implemented a large amount of balance changes, mostly to tier 3 cards, in preparation for the release of the new campaign maps. Looking back
Swarm and Icespike are both functioning as intended and are unlikely to see changes anytime soon. We would regard them as successful card releases filling important gaps in their respective factions.
September 21st - 2024 Years in the making, September finally saw the release of two new campaign maps; Unexpected Visitors and Into the Jungle. There was a large focus on the Amii faction, and four new cards were released; Amii Sentinel, Energy Core, Skydancer and the long requested Umbabwe. Battle Arena, a PvP mode which had been in development for a long time, was also released into the Sparring Grounds with 2vs2 and 3vs3 modes. We also implemented new voice lines, both for the new campaign maps and some of the new cards. To round out the patch, we added new achievements (one awarding a new Lost Souls-themed Forge), and another batch of balance changes, including a rework to Amii Monument, the topic of many discussions and heated arguments over the years. We also released the Legacy server, where players can experience BattleForge without balance changes and new cards added by the Skylords Reborn team. Looking back
This was arguably our biggest patch yet, and players noticed. Player numbers have gone up since its release, and reception to the maps has been very positive. While we purposefully made the new maps harder than some existing maps, we likely made UV's advanced difficulty too hard. We also noticed that some players would play UV over a dozen times and still not understand the mechanics, so it gave us a lot to think about in regards to designing new maps and how complex we are able to make them without causing issues among players, especially because we only have English voice lines. The new cards were mostly successful, with a few follow-up tweaks planned for Energy Core.
October 27th - 2024 While writing this Community Update I had to double check if those dates are correct, but indeed; one month after our biggest patch yet, we released another patch containing 2 new cards and a new promo card. The new Amii card Simulacrum wasn't quite ready for release in our Echoes of the Amii patch, but we were able to release him shortly after. We also added Twilight Archers, a simple but effective addition to the Twilight faction.
But the main focus for this patch was our Halloween event. Because of the positive response to our previous events, we decided to do something special this year, and introduced a Halloween-themed promo card: Jorne, earnable by playing a special Halloween version of King of the Giants map. If you missed out on this promo, rest assured that you will have another shot next Halloween.
Looking back
Twilight Archers are working as intended as a PvP card, and will not see PvE adjustments, though they may see some indirect buffs in PvE via other upcoming changes to the Twilight faction. Simulacrum is a bit underpowered right now and it will receive some mild buffs in the future. While we try to get things right from the start, balancing a kite-unit correctly on the first attempt is rather difficult. We as a team have enjoyed the Halloween event tradition that happened organically and were glad to offer a promo this year.
December 22th - 2024 Closing out the year we had another holiday-themed event, covering not one, but three maps. On these Christmas-themed maps, players faced off against the Shadow faction to save the presents, elves and Santa himself. Doing so rewarded them with a promo Frost Mage.
While not exactly new maps, player feedback has been very positive on our seasonal overhauls of familiar campaign maps.
Looking back
While players seem to enjoy the 2 and 4 player maps, we have received feedback that the map Christmas Fleet is too hard. While we feel a promo should warrant a challenge, especially in a community that knows the ins-and-outs of Skylords through the years, we will take this feedback into account to try and make sure future time-based rewards are available for all skill levels. The maps will also likely see minor tweaks before the event ends, as it was our first time using Shadow units and some of them were not fully complete or tested by the time we had to release the map.
What else happened in 2024 Besides a steady stream of content releases, a lot of work went into other projects as well. • Our Map Designer R4bitf00t released a Map Editor tutorial, making it easier for players to get started creating their own maps.
• We shared an interview with the map department regarding the creation of the new campaign maps. • We released a Deep Dive document for Twilight, sharing insight into the faction and its development going forward. • Players started working on developing PvP bots to face off against each other, and perhaps in the future against players as a sparring partner. • We had some major struggles with Anti-Virus programs flagging Skylords Reborn as unsafe. After a lot of hard work, most issues are now resolved. • We worked with volunteers outside of the staff who lend their voice to implement new voice-lines into the game. • We released our yearly Feedback survey to gather feedback about the state of the game, and what players enjoy or dislike about Skylords Reborn. • Ultralord hosted the Seven Strategy Showdown, the biggest event series to-date, with 7 great community events for players to enjoy. • We spend a lot of time on our official YouTube channel, releasing trailers, card spotlights, and the how-does-it-work series. Looking back
2024 was an exciting year for us, with the milestone of releasing our first campaign maps as the absolute highlight. It was lovely to see the buzz in the community, and see many old faces return to check out the new additions. Our card output was also higher than ever before, and there was always something to do or explore in the game, be it an event, a new card, or a new game mode. 2024 proved that Skylords Reborn is alive and well, and with 2025 marking the year where this revival project will outrun the original BattleForge, we are looking ahead to a bright future. • Looking ahead at 2025
We consider 2024 largely a success for Skylords Reborn. Many players managed to find the project again, either for the first time, or to check out the new campaign maps and content we released over the years. You have also shared constructive feedback and kind words with us through the survey, and we intend to continue upon the legacy of BattleForge in 2025. While we won't go into much detail yet, here are some things you can expect in 2025.
New Campaign maps While players had to wait years to see Unexpected Visitors and Into the Jungle, the waiting time wont be as long for our next batch of new maps. We have multiple new maps in development, and hope to release two of them in the first half of 2025. We will take the feedback and lessons we learned to provide great content to enjoy for players from all skill levels. New Cards We have multiple new cards in various stages of development, and it won't be long before you get to experience them first hand. We currently expect the number of new card releases to be similar to 2024, and have some exciting cards on the way. Balance Changes In 2024 we made the controversial decision to change Amii monument. While we do not enjoy nerfing cards players like, we do so because we think it is the best choice for the game as a whole. As mentioned in our explanation of change, we think that the time of major nerfs is now at an end, and we as a team commit to no further nerfs on the scale of Amii Monument or the previous Batariel nerf from 2 years ago to existing cards going forward.
Instead, we intend to continue our work on making lesser played cards viable, and we have our eyes set on the Twilight faction. With changes focused on making more interesting use of the faction "Transform" ability, we hope to give players more incentives to play faction cards, instead of merely combining the best cards Nature and Fire have to offer. Map Modifiers Originally intended for 2024 (to the point of even being mentioned in the looking ahead of that year), map modifiers are still in the works. Modifiers add unique twists and challenges for players to explore. We are currently finalizing a beta roll-out of the feature, intended on gathering important feedback from our players. For starters, random maps will get infected with an elemental modifier for a week. We see tremendous potential in map modifiers in regards to replayability of the game.
And more! As always, we will use the monthly community update to keep you informed about our work behind the scenes, with some nice surprises along the way. Be sure to check in every 1st of the month for the latest news about Skylords Reborn, and we hope you will enjoy what we have in store for 2025! • New Card Reveal - Power Shrine
Now for something more concrete! To start out the year we have an exciting card reveal for you. We will save you the technical details, but after a lot of trial and error, we have finally figured out how to make Amii buildings happen. For our first Amii building, we decided to create a new Shrine card. Lets take a look at Power Shrine!
Please note: We are still working on the card. While we are generally happy with it, art, numbers and effects might still change before release.
Grasp the Void
Activate to reverse the flow of power in the world temporarily. The next 3 cards each friendly player uses, and the next card each enemy player uses, will use void power to fulfill the card's power cost. Lasts for 30 seconds. Has a 60 seconds cool-down after the building was built. Reusable every 60 seconds.
This ability prioritizes void power, but if there is not sufficient void power to meet the card's power cost it will take the remainder from the normal power pool. If there is not enough combined power in the void and normal power pools to fulfill the card's power cost, it will be unable to be used as normal.
Design notes:
Every since we nerfed Shrine of War to require 2 Fire orbs, we have been looking to add a new void return option for rainbow decks. With Amii buildings now possible, that option became available via an interesting discovery that we could let the player use void power as if it were normal power. Power Shrine is an interesting twist on the normal void shrine because it allows the player to play 3 cards from their void power every 60 seconds. This means that it scales as the player's tier increases because cards generally cost more the higher their tier. This built-in scaling also allowed us to move Power Shrine down into T2, as three T2 cards every 60 seconds is not necessarily efficient given the high bound power cost, but it could be in a focused enough deck where players carefully determine their next 3 card choices given the unique power stipulation Power Shrine offers, especially in a team environment.
Power Shrine is scheduled to release alongside our next content patch, date to be announced.
• Clarification and modifications to the Global Rules
We have made some adjustments to our Global Rules, which apply both in-game and on our Discord and Forum. While it is commonly known that Skylords Reborn has a strict no-multiaccounting policy, there has been some confusion about our rules in regards to uneven trading and gifting. We have added some elaboration on these topics to the rules. We have also changed or removed some sections that were no longer relevant (for example, in regards to reputation on the Forum), and expanded upon communication and privacy-handling. You can read the full rules here. Should you have any questions regarding these rules, please don't hesitate to contact our moderators.
• Team changes and Contribute to Skylords Reborn
We had a bunch of lovely people joining as volunteers this year! The following Skylords joined in 2024:
ElementG as Tech-artist
Bergerb as Map Designer
Vrizz as Testing Coordinator
Chibiterasu as Card Implementor (rejoined)
TwilightPrincess as Card Implementor
Prof_Amezy as Discord Moderator (trial)
But it would be unfair to not also give a shout-out to the members who left the team during 2024:
Minashigo Hiko left as Event manager.
Volin left as Map Tester Coordinator
Vrizz Left as Testing Coordinator
Noah left as Audio Editor
Thank you all for your work for the project!
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 - Save Christmas - Until February 2nd
While Christmas is over, our event is not. Complete the 3 Christmas-themed community maps to earn yourself a promo Frost Mage. Be sure to do so before the 2nd of February, or you will have to wait till the holidays of 2025 to have another shot.
• CLOSING SOON - PvP AI programming contest - Until January 5th
Players have until Sunday, 5 January 2025 at 23:59 to work on their bots. By then, please send the version of your bot, which you want to participate with, to @Metagross31. either via DM in the forums or via Discord. More information.
• NEW - PvP AI programming contest - Final Showdown
Get ready for the AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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: HAPP-YNEW-YEAR-2025
Please note: Filling out the feedback survey also rewards you with 2 boosters. The survey will close after January 5th.
The code is valid until February 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 December 2024
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WatcherOfSky liked a post in a topic by Majora in Community Update - December 2024
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!
• Yearly Feedback Survey
Every year, Skylords Reborn has a Feedback Survey. While it is typically released in the summer, we decided to give players more time to explore our new Campaign Maps before inviting you to share your invaluable feedback.
Because Skylords Reborn is a community project, we want to understand what our players enjoy and what could be improved. Your input is vital to helping us refine the game and expand our player base.
We hope you’ll take a moment to answer the survey questions, as your responses will directly shape our development priorities. As a thank-you, everyone who completes the survey will receive two boosters. Your feedback will be anonymous.
• Christmas Event & Anniversary
This year, we have something very special planned to close out the holidays. Check back later this month for the official announcement of our Christmas celebration! We are hard at work finalizing the challenge, but the special reward is already prepared. Players who complete the achievement will receive a new Promo Frost Mage card! More information is coming soon, so stay tuned!
The 4th anniversary of Skylords Reborn is also coming up. Traditionally, we celebrate this milestone with an announcement stream and a large content patch. But with a significant patch in September, the Halloween Event in October, and our plans for Christmas in December, it has been an incredibly busy period, and we are not sure if this will be feasible this year.
Rest assured that we are still hard at work on the second batch of new campaign maps, new cards and other features we are sure you will enjoy, but we feel rushing ourselves to release a content patch just to fit the anniversary window this year, is not the right approach. We would still like to celebrate this milestone with you however, so we will explore our options and let you know.
• New Card Spotlight - Molt
We already talked a bit about Molt in our Twilight deep-dive last month, and are now ready to reveal the latest spell coming to the Twilight faction. Lets break down the card and share some of the thoughts behind its design.
Shed
Trigger a unit’s latent capacity for transformation. Target an own Twilight unit and trigger its transformation effect as if it had used Twilight Transformation. Reusable every 40 seconds.
Design notes:
Twilight Transformation has seen a number of improvements, such as reduced transformation time and a built-in cost reduction. At the same time, we have been steadily adding more transformation effects to the Twilight units to give the ability more strategic depth. Still, we are largely restricted by the fact that we cannot lower transformation costs without also lowering bound power costs in units. So as units scale in costs, our only choice is to make transformation effects scale in strength. We do not think this efficiency arms race is rightly achievable, so we are moving in a different direction through the introduction of Molt. For a low fixed cost, Molt will be able to trigger the transformation effect of any Twilight unit, meaning we can now design transformation effects with Molt in mind and not solely based on bound power costs. This also allows for more flexibility as players can now trigger transformation effects quickly and easily without having to make use of the often clunky Transformation process.
Molt will release alongside our next content patch, date to be announced.
• Art Spotlight - Molt
The artwork for Molt (originally called Evolution during development) was created by SpiritAlpha. He envisioned Twilight creatures shedding their old skin, transforming into even greater monstrosities. SpiritAlpha quickly produced two early sketches:
We liked the early concept, and work continued on the one involved the Mutating Maniac. To ensure the artwork fit well within the card frame and kept the focus on the main design, we removed the extra characters. At one point, we considered depicting old skin transforming into new body parts, but we quickly discarded the idea, as it didn’t enhance the artwork.
We were pleased with how the artwork was progressing but concerned it wasn’t clear enough that this was a spell rather than a unit. We explored several options but weren’t satisfied with the results. The first attempt made the card feel like a binding spell, while the second clarified it was a spell but faced contrast issues when displayed in the deck bar. Wherever possible, we aim to ensure players can quickly identify cards at a glance.
We spent some time tweaking the base artwork, experimenting with various intensities of the blue glow to emphasize the spell aspect of the card. We also ensured the toxic Twilight clouds, iconic to the faction, were present to highlight the transformation effect being triggered. Ultimately, we chose a strong blue contrast against the creature and mirrored the artwork to further distinguish the card from its creature counterpart when viewed in the deck bar.
We are happy with how the artwork turned out and would like to once again thank SpiritAlpha for his incredible work and contributions to the game. Our art department is severely understaffed, and it’s almost entirely thanks to him that we’re still able to add new cards to the game.
If you’re an artist or know someone who can create art in a style fitting for BattleForge, please don’t hesitate to reach out to us! You can apply directly here, or contact Majora or Dutchy on the Forum or on Discord.
• "How Does It Work" series - BFP
We recently launched a new video series on our YouTube channel, How Does It Work, where we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power, the Root Network and a guide on how to install the game.
Another topic that often comes up is ''How do I earn BFP?", the topic of our latest video!
We’d love to hear feedback from the community on this series. These videos take quite some time to create, but we’re more than happy to continue if they’re appreciated.
Are the videos clear and interesting to watch? Are there any other topics you would like to see covered?
Please let us know your thoughts in the comments below!
• Contribute to Skylords Reborn
Expanding on a game like BattleForge requires a lot of enthusiastic and skilled volunteers. While we are very happy with how the game shaped out to be, over the years we have struggled filling certain roles that are now truly becoming a problem for the health of the project. We would like to highlight a couple of positions that we could really use (more) people for.
Critical: Artists
Despite multiple calls for help, we have unfortunately not received any applications for the artist role. Due to the remote nature of our team and current global challenges, both of our artists have been heavily impacted, with one now completely inactive. This has significantly slowed the release of new cards and placed immense pressure on our sole remaining artist.
We would like to stress our appeal: if you know any skilled artist who might be willing to contribute to Skylords Reborn, please forward them our way. Your support is vital to keeping the game alive and thriving!
For more information, click here.
Critical: Marketeer
One of the most common pieces of feedback we receive from players is, “You should market the game more.” While we completely agree, this is easier said than done. Our options are greatly limited—paid marketing is off the table—and more importantly, we currently don’t have a dedicated marketer. Unfortunately, no one with the necessary skills or experience has applied for the role.
If you’re motivated, have a strong network, and believe you can help us spread the word about Skylords Reborn, we’d love to hear from you!
For more information, click here.
Map Testers
With our increased focus on map-related content, we are looking for more Map Testers to help identify bugs and ensure balance.
As a Map Tester, you’ll gain early access to new maps and game modes, with the responsibility of playtesting and providing valuable feedback to the map development team. This includes evaluating the balance and fun factor of maps, identifying exploits, suggesting areas for visual improvements, and ensuring overall quality.
The availability of dedicated Map Testers not only improves the game’s quality but also significantly speeds up the release of high-quality content.
This is a non-staff contributor position. Tasks for these roles come and go, and they are a great way to help without receiving too much responsibility.
For more information, click here.
Other roles
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:
• FINISHED - Seven Strategy Showdown 7 - Egg ball
The last SSS-event finished past Friday, and was one of the most unique events we have seen in Skylords Reborn. Find out the winners in the event stream, or play it yourself in a versus mode that is being developed in the future! More information.
• COMING SOON - Christmas Challenge
While not technically an event, be sure to check in for our Christmas challenge later this month!
• SECOND PHASE - PvP AI programming contest
Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! Players are still able to join this programming contest. More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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: GIVE-FEED-BACK-TIME
Please note: Filling out the feedback survey also rewards you with 2 boosters.
The code is valid until January 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 November 2024
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WatcherOfSky liked a post in a topic by Majora in Community Update - November 2024
We also have a video teaser for the Halloween event 🙂 Big thanks to Ultralord for this one!
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WatcherOfSky liked a post in a topic by Majora in Community Update - November 2024
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!
• Halloween Patch
Happy Halloween Skylords!
Halloween has become a beloved tradition for Skylords Reborn, and this year, we have something truly special in store for our players.
First, our recurring achievement, Happy Halloween, is active again. Completing the map Spooky Encounters during the Halloween season will earn you a Lost Souls booster and a special Pumpkin avatar if you haven't earned them already last year.
Secondly, we have released a new Halloween-themed map this year: Spooky Giants! Help Rogan outrun a zombified Jorne in this unique twist on the King of the Giants map. Successfully completing this challenge rewards you with a brand-new Promo Jorne card! Please note, this Promo reward is available only between October 28th and November 11th. If you don’t unlock it within this timeframe, you’ll have to wait until 2025.
Last but definitely not least, we have released a new content patch! Two new cards are now available: the Amii card Simulacrum, and a new addition to the Twilight faction, Twilight Archers. Click here for the full patch notes.
• Twilight Deep Dive
In our Deep Dive documents, we share our thoughts and plans for each faction, giving you insight into our balancing process. Previously, we explored the state of Pure Frost, Bandits, Stonekin, and Pure Nature. You can read them here. Today, we're excited to reveal our plans for the Twilight faction. After examining the faction's core characteristics, we take a closer look at its strengths, weaknesses, and play patterns. To further enhance the Twilight faction, we're also working on new cards and reworks. Be sure to check out the Deep Dive to learn more!
Twilight Deep Dive.pdf
• New Card Spotlight - Twilight Archers
Twilight Archers are our latest addition to the Twilight faction, and are now available with the release of our Halloween patch! Lets break down the card and share some of the thoughts behind its design.
Crossbow Attack
Every 2 seconds, unit fires bolts at enemies that deal 8 damage.
Transformation
Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation".
Infected Cure
If the unit is transformed, it will trigger the regenerative abilities of every friendly Twilight unit in a 25m radius. They will regain 15 life points every second for the next 20 seconds.
Cursed Birth
When being transformed into or spawned, the unit receives 600 cursed fragments that improve the unit's performance. As long as the stored fragments last, the unit deals 100% more damage.
Design notes:
Twilight Archers will add a new tactical layer to their faction as a T2 ranged unit with frontloaded damage. Cursed Birth allows them to outperform most T2 units in early combat and low energy skirmishes, but also breaks with the traditional scaling concept of ranged armies. After using up their Cursed Fragments Twilight Archers will be weaker than most T2 units, so it's best to integrate them into the transformation chain or seek for specific synergies like the Twilight Minions (r) transformation buff. Infected Cure is designed to reward the transformation playstyle and compensate for the lack of scaling in extended combat with increasing unit counts. In PvP, Twilight Archers will be a valuable counter to Burning Spears and air units, while also synergizing with the Nature spells like Ensnaring Roots. In PvE, they can serve as a ranged alternative to splash options and also offer formidable anti-air damage.
• "How Does It Work?" series - Root Network
We recently launched a new video series on our YouTube channel, How Does It Work, where we dive into various topics that often raise questions.
So far, we’ve released a video on Void Power and a guide on how to install the game.
Our latest entry focuses on the Root Network.
The Root Network is a popular yet often misunderstood mechanic of the Nature faction. When built correctly, the root network can be incredibly powerful; however, a lack of understanding can lead to underwhelming and confusing outcomes. Let’s dive into this unique ability and help take your gameplay to the next level!
We’d love to hear feedback from the community on this series. These videos take quite some time to create, but we’re more than happy to continue if they’re appreciated.
Are the videos clear and interesting to watch? Are there any other topics you would like to see covered?
Please let us know your thoughts in the comments below!
• 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 - Seven Strategy Showdown 6 - Stand Still!
Can you imagine how annoying it must be for the AI if the player is micro-managing their units? Find out in this event! Please note, the event page goes live at 18:30 CET November 1st. More information.
• FINISHED - Seven Strategy Showdown 5 - PC on Fire
Is more always better? Players pushed their skills and hardware to the limit in this event where unit count is everything. Find out who won, and how they did it, here: More information.
• IN PROGRESS - Seven Strategy Showdown
Every two weeks there will be a new event in this series of seven events, each bringing a fun handcrafted challenge or mechanic! Be sure to check them out, as there are some great prizes to be won! More information.
• SECOND PHASE - PvP AI programming contest
Get ready for an AI Programming Tournament, where the submitted programs will face off in an epic showdown to find the ultimate AI strategist! Players are still able to join this programming contest. More information.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizer @Metagross31. 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.
• 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.
• 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 Twilight booster: TWIL-IGHT-DEEP-DIVE
The code is valid until December 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 October 2024
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WatcherOfSky liked a post in a topic by WindHunter in Patch #400049 - 27 October 2024
Patch #400049 - Spooky Giants
Welcome to our newest patch. This update contains our fifteenth balance patch for the game, 2 brand-new cards, 1 new promo card, one new achievement, and much more!
Patch Preview
Two new cards are now available! Jump in-game to collect Simulacrum and Twilight Archers! Added one new featured community map! The Lost Souls have reincarnated the fallen Jorne and he is after Rogan in this ghostly redo of King of the Giants! One new Halloween achievement; beat the new Spooky Giants map before November 10th to receive the new promo Jorne! Some minor buffs to underperforming cards.
General Changes & Fixes
Fixed locked maps showing no required maps. Added a "Pause Game" button to the ESC menu. The game will no longer be paused when simply pressing ESC. The setting "allow_pausing_solo_games" in the config file is now deprecated. Add ranking data from before patch #400035, when ranks were reset due Decomposer and Batariel changes. There is a now a new filter option "Since #400035". Add leaderboard refresh rate information when hovering on range filter question mark. Add voicelines to Jorne (and Promo) [English only].
New Halloween Event Map
It is that time of year again, when ghastly ghouls and spooky skeletons arise from their ancient graves to once again haunt the living. As has now become a Skylords Reborn tradition, we are bringing you a major Halloween event with the addition of a reimagining of King of the Giants. Similar to our previous Halloween event map, Spooky Encounters, we have swapped all the existing enemies on the campaign map King of the Giants with Lost Souls equivalents. Re-experience this classic campaign map and earn yourself a new promo Jorne in the process! The event lasts until November 11th and will reoccur yearly.
Spooky Giants, 4-player map
Happy Halloween! Rogan Kayle is luring the giant king to the human realm, but something is wrong. The giant king has fallen and risen anew - more bloodthirsty than ever before!
New Halloween Achievement
Frankenstein's Monster [Card: Jorne (promo)]
Win the 4-player featured community map Spooky Giants on Expert difficulty during Halloween.
New Cards
Simulacrum - 100p T3 Amii Unit
You will find the upgrades for this card on the maps "Nightmare's End" (U1) and "Unexpected Visitors" (U2 and U3).
Simulacrum, the missing unit from the Amii wallpaper, and our first T3 Amii unit, has finally arrived. The idea behind Simulacrum is to create a tempest-style unit, but with real mobility. Therefore, we added a teleport ability to the unit while rooted, so that it can be moved around similar to a unit-version of Phase Tower in T3. In addition to the teleportation ability, it has an on-hit slow, allowing it to engage in hit-and-run tactics, slowing an enemy's approach and dodging away when they finally get into range.
Twilight Archers - 60p T2 Twilight Unit
You will find the upgrades for this card on the maps "Nightmare Shard" (U1) and "Into the Jungle" (U2 and U3).
We wanted to add a ground-based T2 archer to Twilight, but we ran into the issue that Fire/Nature in PvP would become oppressive with a cheap T2 archer unit due to being able to mass the unit into an archer army. To combat this issue, Twilight Archers deal more damage at the beginning, and less damage once they run out of ammo, similar to an unchargable Deathray would work. As part of our goal of adding more transformation effects, Twilight Archers create a small healing aura when transformed.
Jorne (Promo) - 300p T4 Legendary Unit
Obtainable via the new achievement Frankenstein's Monster. Can only be completed during Halloween!
Game Balance Changes
[ Global Balance Changes ]
Twilight Transformation speed: All transformation are now as fast as Twilight Crawlers (0.6 seconds).
[ Card Changes ]
Amii Monument:
1. Removed Slow Construction.
Eliminator:
1. Damage: 780 dp20 ➜ 840 dp20
Envenom (p):
1. Tainted Intoxication (p) duration: 15 seconds ➜ 25 seconds
Fire Force(b):
1. Blessed Morale damage reduction: 25% initial, 50% at full strength ➜ 20% initial, 40% at full strength
Slight nerf to the frost affinity of Fire Force which provided too much durability with Unity in the higher tiers.
Frost Sorceress:
1. Ice Shield cost: 20p ➜ 10p
Makeshift Tower:
1. Power cost: 60p ➜ 50p
Twilight Crawlers:
1. Add "Adept Mutation" passive ability: Cost to transform unit is reduced by 13p.
2. Remove "Rapid Transformation" which is now standard across as Twilight units.
Twilight Hag:
1. Gifted Enrapture (g) regeneration: 30 life points per second ➜ 60 life points per second
2. Infused Enrapture (r) buff: 20% more damage ➜ 60% more damage
Twilight's Hag's crowd control effect has become an important part of Twilight's T3 since the changes to Amii Monument. While Enrapture's crowd control effect is powerful, especially in combination with Nature's other crowd control effects, the allied buff effects are relatively weak. We are buffing both allied effects to give Hag more slot efficiency as a support unit.
[ NPC & Map Changes ]
Bandit Skyrake Alpha Male:
1. Damage: 58, up to 86 in total (470 dp20) ➜ 84, up to 126 (700 dp20)
2. Life points: 1430 ➜ 1200
3. Size: M-size ➜ L-size
4. Texture has been slightly changed to make the difference between normal Skyrakes and Alpha Skyrakes more obvious.
5. Added new ability descriptions and noted that the unit deals 100% more damage to flying units.
New NPC Entities: Available for use by official and community mapmakers.
Lost Watchtower:
1. Added a new building (NPC entity): Lost Watchtower is a powerful T3 Lost Souls tower.
Into the Jungle:
Terra now spawns after either all three objective spawners have been destroyed, or if the final objective wave has been spawned. Unexpected Visitors:
Destroying the Banestone objectives before the end of the second night now reduces the remaining portal charge time by 1% for each Banestone. This is in addition to the existing fall reduction in portal charge time. Several Lost Launchers near the Lost Souls portal have been swapped with Lost Watchtowers. [ Bugfixes & Miscellaneous Changes ]
Fixed Into the Jungle teleported buildings not taking damage. Reduced the noise volume of portals in campaign maps, mostly notable on Ascension and Empire. Fixed some English descriptive issues on Forest Elder, such as the claim at Magic Link worked on itself.
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Majora liked a post in a topic by WatcherOfSky in Patch #400048 - 21 September 2024
Will be playing tonight 🙂
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WatcherOfSky liked a post in a topic by WindHunter in Patch #400048 - 21 September 2024
Patch #400048 - Echoes of the Amii
Welcome to our newest patch. This update contains our fourteenth balance patch for the game, 4 brand-new cards, 2 new campaign maps, a new PvP mode, four new achievements, and much more!
Patch Preview
Four new cards are now available! Jump in-game to collect Amii Sentinel, Skydancer, Energy Core, and Umbabwe! Added two new campaign maps! Continue the story of Skylords Reborn in the first two maps of our new campaign. BattleArena has arrived! Play against your friends in 2v2 or 3v3 battles in this casual PvP mode. Four new achievements and cosmetics to go along with the new maps and game mode. A few balance changes and major card reworks mostly to previously unviable cards.
General Changes
The Shadow enemies found on the summoning menu in the Forge have been swapped with their NPC versions. Amii enemies have also been added to the Forge's summoning menu. A new section has been added to PvE leaderboard to account for potential speedrun changes arising from changes to Amii Monument without wiping the rankings. Upgrades have been redistributed, you can find more information in-game by using the "Show Upgrades" option on each map. All Rebirth edition cards have had their U2 and U3 upgrades moved to the new maps. The Lost Souls Forge skin is now available. Complete the new achievement "After All These Years" on expert difficulty to unlock it. Deleted players are now displayed as <deleted> rather than empty. New setting "Force create unit group when holding SHIFT key" added to options. Reverted previously undocumented changes to attack-move command (shortcut Q), that were causing issues with unit responsiveness. Added Map of the Day info to the "Daily Rewards" section. When a player completes the Map of the Day in a given day, the flame on the world map will be grayed out. This change is to help players remember if they have already completed a particular Map of the Day for achievement progress. Players can continue to play the Map of the Day for extra upgrade rewards as normal. Re-enabled the chat command export collection. Re-enabled the explore replay button.
New Campaign Maps
At long last the Skylords Reborn story continues with the addition of two brand-new fully-voiced (in English) campaign maps. These maps continue the story after Dwarven Riddle and are the product of hundreds of hours of our team's artists, designers, community map testers, translators, and voice actors. Both come with new achievements and rewards to encourage you to dive-in and explore.
Unexpected Visitors, 2-player campaign map
Journey into the northern wastes to find the secrets hidden within the Riddle of Gnaur. Discover the last enclave of the elusive Amii and save them from certain destruction.
Into the Jungle, 2-player campaign map
Brave the jungles of Viridya's island to find a new home for your Amii allies.
New Cards
Amii Sentinel - 260p T4 Amii Unit
You will find the upgrades for this card on the map "Into the Jungle."
Our goal for Amii's T4 is to create a micro-intensive deck where most of the damage is unit-based. With Amii Sentinel in particular, our goal is to create a frontline tank that functions as a perfect conduit for Shadow's single-target buff cards. Volatile Body's 120% reflect turns Sentinel's health into a damage resource, which synergizes perfectly with cards like Regrowth, Transcendence, and Skydancer.
Energy Core - 140p T4 Amii Unit
You will find the upgrades for this card on the map "Unexpected Visitors."
Energy Core's original design came from the Community Card Contest we held over a year ago. The idea behind Energy Core is to create a unit which is more of a mobile spell than it is a traditional unit. It has no auto-attack, but it has two active abilities. Both abilities damage Energy Core, one more significantly than the other, requiring the player to pay close attention to unit health and weigh their options over what is possible for them and whether or not risking losing the unit is worthwhile.
Skydancer - 120p T4 Amii Unit
You will find the upgrades for this card on the map "Unexpected Visitors."
While Sentinel and Energy Core fit the roles of tank and damage dealer respectively, Skydancer functions as the supporter. Skydancer has two different mode-changes, one debuffing enemies and one buffing allies. The debuff functions as a kind of anti-rage effect, while the buff increases allied life points by a set amount. The health buff effect directly synergizes with Sentinel and Energy Core who both has health-based damage mechanics.
Umbabwe - 200p T4 Legendary Unit
You will find the upgrades for this card on the map "Into the Jungle."
Blight's infamous witch doctor is finally making his player card appearance. As a standalone legendary unit, he is intended to function as a spellcaster type unit. To accomplish this, the card has a lot of built-in flexibility via its spells. Umbabwe has an auto-attack which is a meteor from Inferno, the ability to cast his signature spell Oink, and an active ability to summon a fiery tornado which applies a painful burn effect.
BattleArena - New PvP Mode
For a long time, we have been developing an alternative PvP mode called BattleArena which we feel is finally ready to release. In this game mode, players do not use cards from their deck. Instead, they are given spell devices and progressively stronger creatures which they must use to overcome their enemies. The mode can be played 2v2 or 3v3 and comes with a new achievement to reward players for trying it out. Go to Sparring Grounds in-game to play BattleArena.
Voice Actors
Many of the above new features would not be nearly as enjoyable without the help of our volunteer voice actors. In this patch, the following players have lent their voices to liven up the Skylords Reborn universe. We thank them greatly for their help!
Vox - Gaeron (new Frost Skylord) Ultralord - Burning Spears Edgelord - Skydancer Edgelord - Amii Phantom (includes the card's voice lines and the unit's appearance in the new maps) Elijah - Amii Sentinel Dreamlord - New map loading screen narration
Achievements
As part of the release of the two new campaign maps and BattleArena, we have released four accompanying achievements. There is a normal achievement just for beating the new maps, which rewards the player with the new Amii Sentinel on advanced and the Lost Souls forge on expert, as well as two achievements for mastering the maps. BattleArena has a new progressive achievement for playing the mode. We are also adding new Amii borders to the existing endless achievements for playing Amii decks in PvE and PvP.
[ New Achievements ]
After All These Years [Card: Amii Sentinel; Forge: Lost Souls]
Win the 2-player scenarios Unexpected Visitors and Into the Jungle on Advanced / Expert difficulty or higher.
Evacuation Expert [Progressive Banner: Bronze rank ➜ Ember rank]
Win the 2-player scenario Unexpected Visitors on Expert difficulty in under 35 / 33 / 31 / 29 / 27 minutes.
Earth, Wind, Fire [Avatar: Tribal]
Win the 2-player scenario Into the Jungle on Expert difficulty after defeating all 3 bosses in a single match.
Honor Bound [Booster: 1 General; Avatar: Mo Ocean]
Play BattleArena [3 matches & 10 matches]
[ Existing Achievement Changes ]
Giver and Taker of Life (PvE) & Path of Insight (PvP)
Both achievements now grant progressive Amii borders in line with the requirements of other faction borders. Borders will be added to the player's account retroactively based on achievement progress.
Legacy Server
While we are happy with the game's development since its revival, we understand that there are some parts of old BattleForge that players might miss. In response to this feeling, we have created a legacy server. This legacy server is equivalent to BattleForge the day it was shut down, with none of the balance changes, new cards, or new maps that have occurred as part of Skylords Reborn's continued development being included. The legacy server functions similarly to the public test server in that the player already has all cards and upgrades. To access the legacy server navigate to the game folder, in standard installations the game folder is be found at C:\Games\Skylords Reborn, and start StartBattleForgeLegacy.bat. From there, you login with your normal account information.
Game Balance Changes
[ Global Balance Changes ]
Amii faction passive scaling: Amii's faction passive Elusive now scales based on the unit's tier.
Tier 2: 10% less Freeze and Paralyze duration. Tier 3: 20% less Freeze and Paralyze duration. Tier 4: 30% less Freeze and Paralyze duration. Legendary building restrictions: Legendary buildings are now one-per-player, not one-per-team.
Random PvE 1p starting void power: Starting void power has been changed to account for the Amii Monument changes.
Standard / Standard+ (Difficulties 1-2): 600 starting void power Standard++ to Expert+ (Difficulties 3-8): 700 starting void power [ Card Changes ]
Amii Monument:
1. Power Cost: 250p ➜ 125p
2. Ability Cost: 140p ➜ 100p
3. Orbs granted by Amii Monument no longer increase a player’s tier. Players still gain access to cards within their current tier that require the orb granted by Amii Monument. For example, if a player has 3 Fire orbs via normal Monuments, and builds a Nature orb via Amii Monument, they will still be T3, but will be able to summon Juggernauts and heal them via Equilbrium.
A. Description - “Switch into this mode to gain one tierless Shadow Orb. This orb will not increase a player's tier, but will allow the player to play cards within their current tier that would require this Orb. The Orb will be ready and functional after 10 seconds. It cannot be switched back for 30 seconds.”
Amii Monument in its existing state is a cheat card. It breaks a map's design, allowing players unfettered access to T4 cards when the map is balanced around the player only having access to T3 cards and creating a persistent toxic effect on the normal game experience.
Amii Monument removes an entire tier from the game. This has a disruption impact on the game experience by changing deckbuilding at its core. In decks without Amii Monument, the player needs to consider how many cards they can budget for each tier and choose accordingly. With Amii Monument in a deck, the player can simply remove all T3 cards from their deck besides Amii Monument itself (spells like Infect which scale well into T4 are the exception), opening up more deck slots for T1, T2, and T4 cards. Consider also that nearly all PvE maps are functionally finished before the player ever reaches T4. Combined with the fact that T4 cards are significantly stronger than T3 cards (the power difference between T4 and T3 cards is the single largest increase in card strength between tiers) means that the player requires fewer T3 and T4 cards in their deck, allowing the use of more card slots for T1 and T2. This heavily warps the game experience by making the player stronger than the map is designed to account for at all tiers, not just once the player reaches T3.
There is also the psychological effect Amii Monument has upon players. Since we first started balancing cards in Skylords Reborn, players have asked us to nerf Amii Monument, not just because of the balance issues, but because they felt compelled to always include it in their deck regardless of the situation. This is unsurprising as many game studios have recognized that players in general will choose the most efficient option, even to the detriment of their own enjoyment. And who of us have not experienced this? How many of us have not used mind-numbingly boring methods to grind in games just because it is the fastest way to procure loot, even if it ends up making us hate the game? Who has not included Amii Monument as a default deck option at some point in their time playing Skylords Reborn?
To briefly summarize, Amii Monument undermines map design, deckbuilding, and possesses a factor that makes players feel compelled to include it in their decks, even when they know it undermines their own enjoyment. While designing our new maps, including not just the two maps releasing with this patch but the multiple additional maps currently in development, we found ourselves face to face with these issues in a way that made the card's problems no longer ignorable. For all these reasons and more, we felt that the time had finally come to nerf Amii Monument. Yet we do not want to destroy the card. The new design is tailored towards enabling unique, previously impossible, deckbuilding possibilities, in direct opposition to its previous design. We also realized that many T3 cards were not generally strong enough to be satisfying to use, so we dedicated almost the entire last patch to adding new T3 options through buffs, reworks, and new cards, and we are dedicated to continuing this project next patch.
Lastly, we understand that this change will upset many people, but we hope you will see that we did not make this choice lightly. We do not enjoy nerfing cards players like, but we do it because we think it is the best choice for the game. At the same time, we think that the time of major nerfs is now at an end with these changes to Amii Monument, and we as a team commit to no further nerfs on the scale of Amii Monument or the previous Batariel nerf from 2 years ago to existing cards going forward.
Dying Breed:
1. Power cost: 100p ➜ 90p
2. Orb cost: 1 Fire, 2 Neutral (T3) ➜ 2 Fire, 1 Neutral (T3)
2. Tainted Plunder (p):
A. Description - Target enemy unit is filled with plunder. If the target enemy dies within the next 30 seconds, all friendly fire units in a 25m radius gain Looter for 25 seconds. Units with Looter harvest the bound power of enemies. Up to 10% of an enemy's original power costs can be harvested relative to the amount of its maximum life points received as damage. Reusable every 30 seconds.
3. Gifted Plunder (g):
A. Description - Target enemy unit is filled with plunder and takes 30 damage per second. If the target enemy dies within the next 30 seconds, all friendly fire units in a 25m radius gain Looter for 25 seconds. Units with Looter harvest the bound power of enemies. Up to 7% of an enemy's original power costs can be harvested relative to the amount of its maximum life points received as damage. Reusable every 30 seconds.
4. New FX to go with the new card effect.
One of our long-term design projects is trying to give other factions besides Pure Shadow, with its Resource Booster, the ability to accelerate their power in higher tiers. We started this with changes to Nature's power flow via Forest Elder and Promise of Life, and now we are turning our eyes to Fire. Most Fire players are responsible for building 2 Shrines of War as soon as they get T3, immediately putting them behind by 300 power. Combined with high power cost units in T4, this gives Fire a painfully slow start with a frequent reliance on hoping your allies brought a Breeding Grounds for you to use. After carefully considering our options to accelerate Fire's power gain, we decided to bring back the Looter mechanic, but have it applied only temporarily with moderate percentages. We choose Dying Breed as the rework target because its previous effect was unsalvageable. The changes should allow Fire to use Dying Breed in early T3 to accelerate the transition into T4, or to payoff the bound power invested into Shrine of War, without being so strong as to cause Fire's power gain to grow out of control.
Fire Force (Formerly Girl Power):
1. Change name: Girl Power ➜ Fire Force
2. Power cost: 50p ➜ 80p
3. Blessed Morale (b):
A. Description - Target own melee unit will be designated the champion of Fire. All friendly melee units in a 30m radius will take 20% less damage. If at least 2 enemies die within a 30m radius of the champion within a 10 second period, the damage reduction increases to 50% for 15 seconds. Lasts until the champion dies, or until a different champion is chosen. There may only be one champion of Fire per player at a time. Reusable every 60 seconds.
4. Infused Morale (r):
A. Description - Target own melee unit will be designated the champion of Fire. All friendly melee units in a 30m radius will deal 25% more damage. If at least 2 enemies die within a 30m radius of the champion within a 10 second period, the damage buff increases to 50% for 15 seconds. Lasts until the champion dies, or until a different champion is chosen. There may only be one champion of Fire per player at a time. Reusable every 60 seconds.
5. New FX to go with the new card effect.
Girl Power was an odd card that did not fit within the game. It was never clear to the player what cards were men, which were women, and which were neither. We did not see a way to salvage the card as it was, so we reworked it into a tool to enable new melee based strategies in Fire decks. The newly minted Fire Force is a permanent spell effect that you apply to a single unit which transforms that unit into a leader type unit. Allies around the leader are buffed, either with increasing damage reduction or increasing damage dealt, when enemies around the leader unit die. Our hope is that this card enables previously niche T2 and T3 melee units to become viable options in PvE.
Grove Spirit:
1. Movement speed: 4.8 m/s ➜ 6.4 m/s (normal L/XL-speed)
2. Life points: 1100 ➜ 1600
3. Healing Song cost: 90p ➜ 60p
Grove Spirit has found itself a niche in a deck which uses it alongside Offering to cycle Mind Control. The idea of this deck is to use Grove Spirit as ground presence while you build yourself an army out of your enemy's units. The issue is that Grove Spirit itself is slow and dies in one-shot to artillery buildings. We have given the unit a booster shot of life points and made her undulate her tentacles faster, alongside a discount to the Healing Song ability. Pending any further rework to the unit, we hope in the meantime that this helps the unit in the one niche it has found for itself.
Lost Dancer:
1. Tainted Blast affinity effect: 50% more damage against humans ➜ 30% more damage against humans
Lost Dancer has proven too strong in PvP and we are toning down the extra damage against humans to bring her back in-line.
Lost Manabeast:
1. Immortalize requirement: 7 enemy life essences ➜ 3 enemy life essences
Immortalize's enemy requirement is too strict, making it overly difficult to make good use of the ability. We are substantially reducing the requirements to hopefully give Lost Manabeast a better synergy with Revenant strategies.
[ NPC & Map Changes ]
Spearmen (NPC):
1. Toggle ability Defensive Formation: 25% damage reduction now applies properly
Fire Emitter (Slavemaster version):
1. Power cost: 2000p ➜ 200p
New NPC Entities: Available for use by official and community mapmakers.
Added Frost NPC entities: Units: War Eagle, Tremor, Mountain Rowdy, Northland Drake, Icespike, Avatar of Frost, Construct, Dreadnought, Core Dredge, Dredgling, Mountaineer, Tempest, Winter Witch Buildings: Ice Launcher, Frost Crystal, Frontier Keep (large spawner), Kobold Inc. (small spawner) Added Amii NPC entities: Amii Crossbowmen, Amii Paladins, Amii Phantom, Amii Sentinel, Amii Keep Bad Harvest: Both orbs near the Treasure Wagon now spawn when a player in position 3 is playing solo.
The Soultree: The map now requires all 5 normal orbs to be built or under construction to fulfill the map's victory requirement. Amii Monument no longer counts towards this goal.
[ Bugfixes & Miscellaneous Changes ]
Fixed card descriptions in various languages. The longstanding issue which caused players' games to slowdown substantially when they destroyed multiple frozen air units at once, has now been fixed. The most well known occurrence of this bug was connected to Shatter Ice. Dropdowns for rankings are no longer scrollable.
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DefAnske liked a post in a topic by WatcherOfSky in Community Update - September
Amazing news! Love the look of Energy Core! I do think it could be given some knockback or some sort of small CC, but otherwise a very neat idea!
I'm definitely going to play those new campaigns when they come out!! 🙂 🙂
As for the Amii Monument rework, I am 100% on board with it. I had suggested a similar card before in Amii Shrine (I wonder if that had inspired any of the change 😄), and I think it works so much better in allowing interesting color combos instead of making t3 entirely obsolete! Now we'll have to think harder on decks since we don't get to just skip a t3 strategy and actually get to use a lot of the cool tier 3 cards!
Super happy to see where everything is going, and I'm constantly astounded by the progress you've all made as wholly volunteers! Cheers!
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Emmaerzeh liked a post in a topic by WatcherOfSky in Community Update - September
Amazing news! Love the look of Energy Core! I do think it could be given some knockback or some sort of small CC, but otherwise a very neat idea!
I'm definitely going to play those new campaigns when they come out!! 🙂 🙂
As for the Amii Monument rework, I am 100% on board with it. I had suggested a similar card before in Amii Shrine (I wonder if that had inspired any of the change 😄), and I think it works so much better in allowing interesting color combos instead of making t3 entirely obsolete! Now we'll have to think harder on decks since we don't get to just skip a t3 strategy and actually get to use a lot of the cool tier 3 cards!
Super happy to see where everything is going, and I'm constantly astounded by the progress you've all made as wholly volunteers! Cheers!
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WatcherOfSky liked a post in a topic by Metagross31 in Community Update - September
Try to think about the Amii Monument changes from the perspective of a game designer or a map maker. You put endless hours into designing and balancing a new map with a very cool T3 section or you design a T3 concept of a faction with lots of cool possible interactions, just to see people skip it entirely with a single card. That probably feels like the gamedesign equivalent of making a fancy 3 star dinner and buying some expensive wine just to see your guests drown the Food in tons of Ketchup and chugging the wine down with coke.
You can see a decent number of community maps and many past events, which ban Amii Monument for that reason. The most extreme example of this in my oppinion though is Soultree, where you skip the only real enemy base with buildings on that map by cheesing it. I really hope this will be fixed with this update as well.
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WatcherOfSky liked a post in a topic by Riviute in Community Update - September
Amii monument was controversial from the start and honestly it just invalidated almost every single t3 card. And there are so many fun cards to use from t3. You had to be a little bit more tactical in your deckbuilding. I look forward to that change even though I've used it plenty myself and will certainly miss it at some points. But sometimes more impactful changes are needed for the health of a game. Anyone remembers how back in the days enlightenment was only 175 unupgraded? It was bonkers and got changed, its still being used to this day. Maybe this change that is currently being made is not the most ideal one, I can't tell because I don't know sh1t about balancing, but it doesnt't mean that further changes can be applied in the future.
But most importantly I am superhyped for all the new content. Can't wait to see what you've been brewing all this time, and once again:
Thank you all for your hard work, I'm very impressed by your dedication to this project!
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Metagross31 liked a post in a topic by WatcherOfSky in Community Update - September
Amazing news! Love the look of Energy Core! I do think it could be given some knockback or some sort of small CC, but otherwise a very neat idea!
I'm definitely going to play those new campaigns when they come out!! 🙂 🙂
As for the Amii Monument rework, I am 100% on board with it. I had suggested a similar card before in Amii Shrine (I wonder if that had inspired any of the change 😄), and I think it works so much better in allowing interesting color combos instead of making t3 entirely obsolete! Now we'll have to think harder on decks since we don't get to just skip a t3 strategy and actually get to use a lot of the cool tier 3 cards!
Super happy to see where everything is going, and I'm constantly astounded by the progress you've all made as wholly volunteers! Cheers!
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WatcherOfSky liked a post in a topic by SunWu in Community Update - September
Once everyone used curse well, now nobody does - and it's a good thing. It's really obvious amii monument was only added as a desperate OP cashgrab by a studio having to milk a dying game for it's last drops,
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WatcherOfSky liked a post in a topic by WindHunter in Community Update - September
Is Amii Monument's playrate going to decrease, likely severely, after this change? Yes. That is to be expected of a card included in 33% of all PvE decks across all PvE modes (community, campaign, rPvE). This card has the same playrate as a T1 staple card like Windweavers, Surge of Light, or Nomads. No T3 card should have a play rate even close to this level, especially not a legendary.
I also think it is bad reasoning to argue a change is bad because it will decrease a card's playrate, when that card's high playrate is the exact reason why an entire tier of cards have low playrates. Amii Monument's loss becomes all of T3's gain. Regardless, we do still want the card to be useful, and play tests have suggested it still is.
Right now, the card is an auto-include in most scenarios. It is the rework's goal for Amii Monument to enable new deck archetypes. Post-rework, players will need to consider if it is worth the slot and adjust accordingly. That is a good thing! Players should always be considering this, no card should be an auto-include. If Amii Monument proves too weak, we will buff it. But we are going into new territory here, so we are being a bit conservatively initially with the numbers.
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WatcherOfSky liked a post in a topic by Majora in Community Update - September
1 - I believe both of the abilities are available right away
2 - At least the overcharge will have a powercost, but between writing and releasing this community update, we already tweaked the numbers, so you'll have to wait till their release for the final numbers.
3 - The design of the Amii is an interesting one. Where possible, we try to stay true to the vision of the original game. Compared to other factions, we were lacking quite a bit of information and reference for the Amii, but also just enough to not give us free reign on what to do with them. As you might know, only Amii Phantom was part of the original game (released with no context), but there were also lore entries we had to keep in mind. For example:
From the official lore:
Five thousand years before the Twilight fell, as the elemental war subsided and the giants took domination, fathering the Skanes - the Amii came. They were elemental spirits that had lost their form, casualities of the elemental war. From the darkness that the war had left behind, they shaped themselves bodies, jet-black, tall and slender, in the image of the surviving mortals.
Our first Amii units were Paladins, and a rework of Phantom*, who followed the jet-black design. Because this is an (RTS) game, it was important the faction was easy to recognize, just like you can immediately tell if a unit is Nature, or Lost Souls for example. Therefore, it made little sense to suddenly use a different color scheme for their other units, even if some of those other units are Constructs like the Amii Sentinel. This is why the faction leans into the black color scheme, alongside gold, which could be seen on some Amii buildings.
*Funnily enough, the original Amii Phantom, which can be seen in the art spotlight section in this CU, actually contradicted the lore.
Hope that answers your question!
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WatcherOfSky liked a post in a topic by Maze in Community Update - September
I am happy to see my idea be turned into a card. 🙂
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WatcherOfSky liked a post in a topic by Jodekoek in Community Update - September
The amii monument nerf is understandable, for sure. I have mixed feelings about the Batariel nerf but this one is a great choice, I think. I feel there is a whole new way to discover the game now because there is actual incentive to use T3! It felt so stupid to spawn a bunch of deepcoil worms when you can just spawn yourself some T4 cronies using the amii monument.
I think the following question is inevitable to come up now: What about enlightenment? Will it be touched? I hope not, personally. I feel as it is requires 2 nature orbs it doesn't negative impact the game diversity the same way.
Great work as always, thank you to the skylords team.