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SunWu liked a post in a topic by Kapo in Advanced Filtering - collection sorting with search bar commands
What is Advanced Filtering?
Your card collection has clickable filters like rarity, orb colour, and more. But there is also an extremely powerful search bar that accepts special commands to filter your cards. Below you will find a list of all those commands with some explanations. (Please note, due to the necessary formatting, this article will look weird on mobile devices.)
Basic Filters
Command Example promo: + 1 or 0 `promo:1` (Instead of 1/0 you can also use: true/false, yes/no) flying: + 1 or 0 ranged: + 1 or 0 melee: + 1 or 0 name= + exact card name e.g.: `name=Mo` (exact match) name: + part of card name e.g.: `name:enli` name? + approximate card name e.g.: `name?abonimation` class name= e.g.: `class name=Soldier` (exact match) class name: e.g.: `class name:Archer` class name? e.g.: `class name?Dominatrix` ability= e.g.: `ability=swift` ability: ability? class: + ID (or SR assigned name) e.g.: `class:female` rarity: or rarity= + rarity name e.g.: `rarity:rare` affinity: or affinity= + affinity name e.g.: `affinity:shadow` edition: or edition= + edition name (or ID) e.g.: `edition:twilight` colors() e.g.: `colors(nature, !fire, !shadow)` to see only nature, and Stonekin `colors(fire, !other)` to show only fire cards colors=() exact match, e.g. `colors=(fire, nature)` to see only Twilight size: + type e.g.: `size:XL` counter: + type e.g.: `counter:XL` Affinity names: `shadow`, `nature`, `frost`, `fire`, and `-` or `none` for cards without affinity
Edition names: `3` =`twilight`, `4` = `renegade`, `5` = `lostsouls`, `6` = `amii`, `7` = `rebirth`
Color names: `fire`, `frost`, `shadow`, `nature`, `neutral`, `other`
Size and Counter types: `S`, `M`, `L`, `XL`, `special` (special is used for buildings or magic)
Number Range Filters
Operators:
power + number range e.g.: `power>300` damage + number range e.g.: `damage>500` health + number range e.g.: `health>500` upgrade + number range e.g.: `upgrade<3` to show cards that are missing an upgrade charges + number range e.g.: `charges<3` to show cards that are missing a charge copies + number range e.g.: `copies>4` to show what to reforge ID + number range (mostly for internal/development use and for the search in market feature)
Combining Filters
Operators:
Logical OR matches at least one of the filters. If one is matching and the other is not, it will return a result.
Logical AND has to match both filters. Only if both conditions apply will it return a result.
Logical NOT inverts the result. Beware that not all filters can be inverted, that's why it may be advisable to use !(filter).
Wrapping the filter with `( )` does not change it in any way, but allows easier organization.
Error Tolerance
? Name
?<number> Name
The question mark will help you to search a text with error tolerance. If you know the card name, but you are not sure about spelling, you may use this. You can also use ?<number> to specify the error tolerance you want, e.g. 'name?5' for up to five typos in the name. If you do not specify the tolerance level, level 3 will be used.
“?Light blade” will find “Lightblade” even though the search input had a space in it – “?1Light blade” would also work (because it only contains just one typo).
Custom Filters
*name*
You can create any custom filter you want, `Documents\BattleForge\custom_filter_extensions.json` contains some examples.
In-game you can use `*name*` (where `name` is the name of the custom filter), e.g.: *shiny*
Note: Numbers [0-9] are not allowed for naming custom filters.
Market Place Filtering
Advanced Filters also work on the marketplace – for example, if you want to see all cards that you do not own yet, you can use 'copies<1' to find out:
Filter Examples
class:Dragon Finding dragons for the Draconic Desolation achievement
class:Female What works with Girl Power?
charges=3 & copies>1 Something you might want to sell on the market
charges=3 & copies>4 Something you might want to Reforge
charges<3 & copies>1 All cards not fully charged, but you have additional copy, so you might want to apply it
rarity>2 To see only rare and ultra-rare cards
Suggest your best filters in the comments, so we may add them to the examples!
Keyword List – Languages and Synonyms
Final Notes
There is an always up-to-date version of this information in your Skylords Reborn\docs folder.
Additionally, for more information about why this system was created, and how it works, feel free to read HERE.
A special thanks goes out to @Kubik, who made this awesome feature possible and keeps on developing more features for it.
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SunWu liked a post in a topic by Kapo in Skylords Reborn Classic
The question is: Do you want this game to succeed or not? The old EA-version was utterly broken, and yes, a few people are having fun with it in this state for nostalgic reasons. If you think the SR team can just flick on a switch and there is a second, old version of the game available, you are mistaken. You need to pour resources into such an undertaking – manpower better spent on making the current (objectively better!) version even more awesome.
It's a fool's quest to make the same 20-30 people happy, and not develop the potential for this game to make 1000 happy – or much, much more. Yes, maybe those "would have played it for many more years", but the game will never have any appeal to new players.
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Metagross31 liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea
Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
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Dallarian liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea
Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
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Volin liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea
Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
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DefAnske liked a post in a topic by SunWu in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea
Yeah this feels like a post from 2018, the progress is totally there and also done with a a holisitc approach. For example take pure frost: they made a formerly useless 4th frost orb really great by dreadnougt healing shielded units. Wich also makes him an unatractive target for enlightenment cause his synergy is mostly in his pure deck.
About the thugs nerf: that had to be done cause of pvp, people literally stopped playing because of that card, same for strikers.
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SunWu liked a post in a topic by DefAnske in Design Philosophy behind each Faction - Why Pure Decks are unattractive - Problematic Cards - Why Batariel Nerf was a bad idea
Correct me if I'm wrong, but it sounds to me like you are kinda "new" in skylords reborn and think mostly about the old battleforge.
A lot of things that you mention, like the enlightment bata deck, was already nerfed and the motivation to also play pure decks got way up, especially for fire and nature.
The skylords team already explained that they prefer buffing not so common decks instead of nerfing popular ones (for PvE), with for me 100% understandable reasoning, and they proved their point with a lot of buffs for pure fire and nature, and also some frost and shadow.
Of course you can still play whatever you like most, but as a fire player myself I would always prefer the last orb to be nature or fire before shadow, since the sustain and cc of nature, or the big damage buff of batarial p are of more value to me then buffing up a single firedragon (when you have like 4 of them anyway). You talk about bata being nerfed, but the changes to the purple one was actually a huge buff for pure fire. Moloch ist of course more of a niche pick and not great for rpve but its an incredible powerhouse in the right scenario, and fits fire extremly well, since you just tank everything while you destroy everything with spells (or fire dragons with unity). I am kinda surprised how you praise the thunderwagon, for me its probably the most useless t4 fire unit, but I guess with the shadow buffs it would actually make sense.
So all in all: If you compare the game right now to the old battleforge, the team actually worked on basicly every single point of yours, and made great progress already. For your hate to enlightment: That sounds a lot like a personal thing, if you dont like it you dont have to play it 😀. Had the same with Amii-Monument and still have it with basicly all colorless cards, you always have the option to ignore those.
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Metagross31 liked a post in a topic by SunWu in Official Skylords Reborn PvP Tournament #1 - 29th October 2022
Though remember that since Radical has written those, there have been a few changes. Good news is that all these changes improved nature T1's performance. For example, in the nature T1 guide there's an emphasis on how dangerous shadow's phasetower is in this matchup. This tower has since been nerfed and people don't play it anymore. Most of the mentioned strategic approaches are still relevant, though. Shadow T1 still excels in splitattacks/ is strong early, nature can still try to build up an unstoppable ball of death /is strong late.
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SunWu liked a post in a topic by Cocofang in M units scaled to L and XL
XL units are very popular as they represent the peak of the power fantasy in Skylords. Seeing how the game is set up from the ground up to reuse assets I have been wondering how M units would fare if they were repurposed as XL units. There are many surprisingly good models! Especially with some great texture work there could be all sorts of new XL units. So I went through all M units and scaled them up to see how they hold up.
This is just a little personal project I did out of curiosity and I figured I might as well share. Enjoy the show and maybe some people get inspired to come up with fun concepts for these entities if they were actual L or XL units for specific factions and with different textures.
Amazon-Types
Amazon, Amii Phantom, Gladiatrix, Stormsinger, Nightguard
Overall decent models and variations. Could serve as ranged XL units, skewering things with spears the size of tree trunks. And would allow the exploration of the existence of giantess warriors. Or half giants in L format.
Big Gun-Types
Bandit Sniper, Nox Trooper, Firesworn
Rough to say the least. They start looking janky in L format already. Low poly count and odd proportions make these a hard sell as XL or even L units. They also highlight a problem with animations when scaling up. The giant-model of Dreadnought or the Warlord-type XL units sell the weight of their weapons and armor very well when walking. These guys swing their weapons around like they weight very little, so they aren't spectacular in that department either.
Dancer-Types
Bandit Sorceress, Firedancer, Frost Sorceress, Lost Dancer, Dryad, Winter Witch, Moon, Viridya
Another tough sell. Especially the dancers and dryads have problems when scaled up. If you look closely at them in-game you can see that the fluid motion of their hands is actually them wobbling their fingers up and down as if they were made of rubber. These sort of visual tricks work when they are small but fall apart when scaled up and it just looks weird. They don't have a lot going on either, the models are relatively plain.
Dino-Types
Bandit Stalker, Icefang Raptor, Firestalker, Razorshard, Swiftclaw, Scavenger
Now here is something! How about giant war dinosaurs? Swiftclaw is pretty ugly but the other guys have lots of details to work with on their models and could look even better with a detailed texture.
Flyer-Types
Crystal Fiend, Magma Spore, Mana Wing, Energy Parasite, Deathglider
Of the bunch I think Energy Parasite actually has the most promise. Very unique and detailed model that could serve as the template for lots of things when re-textured.
Insect-Types
Scythe Fiends, Witchclaws, Twilight Crawlers, Drones, Burrower, Nightcrawler, Shadow Insect
My favorite models. They look and move amazing when scaled up! Pretty much all of them are prime stuff to serve as crazy new XL and L units. Especially Witchclaws look rad. Re-textures could open up even more possibilities.
Ogre-Types
Eliminator, Enforcer, Slaver, Executor, Knight of Chaos, Lightblade, Mauler, Twilight Brute, Mountain Rowdy, Shaman, Warlock
A big but very weak group. Most ogres are just blobs. But Lightblade looks slick, like a living tank. And even Mauler isn't half bad. Textures would definitely have to carry here but there is some potential at least.
Popsicle-Types
Earthkeeper, Ice Guardian, Lost Wanderer, Wrecker, Giant Slayer, Rogan Kayle
These start falling apart in L size. Put something like the Earthkeeper next to Avatar of Frost and it's just unconscionable.
Rider-Types
Dreadcharger, Lyrish Knight, Nomad, Silverwind Lancers, Bandit Lancer
On top of pretty low-poly models and plain riders, this is another category that has issues with communicating the weight of that scale. And they would imply the existence of giant horses.
Torso-Types
Frost Mage, Grove Spirit, Shadow Mage, Twilight Hag
Pretty fun, I think. Although a bit fragile looking so definitely nothing you'd see on the frontline. The models are kind of plain but compensate with the fluid and mesmerizing animations.
Wormpeople-Types
Cultist Master, Lost Priest, Timeless One, Timeshifter Spirit
Those are so cool. Enough details to do some great magic with textures and just a very interesting design to look at in general. Also three very distinct looking models.
Which ones do you think could work well?
For which faction?
What abilities and playstyle could they have?
And how could their theme change entirely with clever texture work?
I think there is a lot of potential here, many of these could become some amazing additions to the L and XL roster, leading to even more variety.
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SunWu liked a post in a topic by Hrdina_Imperia in Why is there a random Rageflames in the middle of the twilight camp in Soultree expert?
When it's your first day at a new job, and you have no idea what you are doing. So you just stand there, menacingly.
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Metagross31 liked a post in a topic by SunWu in Why is there a random Rageflames in the middle of the twilight camp in Soultree expert?
They wanted to twilight-transform it and had to find out phenomic didn't have a twilight skin for this model.
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Weak1ings liked a post in a topic by SunWu in Patch #400035 - 14 September 2022
Love it! My favourite is the equestrian nerf - made me kill my own perfectly fine units for years when they were attacked and i had no disenchant.
It's only 15%, war eagles will destroy them... vs the other frost splashes they might do slightly better than scythes i guess.
Edit: I change my mind, the ,,search in marketplace'' is new best friend now!
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Hirooo liked a post in a topic by SunWu in Patch #400035 - 14 September 2022
Love it! My favourite is the equestrian nerf - made me kill my own perfectly fine units for years when they were attacked and i had no disenchant.
It's only 15%, war eagles will destroy them... vs the other frost splashes they might do slightly better than scythes i guess.
Edit: I change my mind, the ,,search in marketplace'' is new best friend now!
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SunWu liked a post in a topic by WindHunter in Patch #400035 - 14 September 2022
Map Balance Changes
PvE Map Changes
Bad Harvest, Defending Hope, & The Soultree: Replaced player variant of Defense Tower with NPC variant.
All player variants of cards on campaign maps are being swapped out for NPC variants to prevent balance changes to player cards affecting the cards used by NPCs in campaign and random PVE maps. Crusade: Players should be able to fulfil the victory condition immediately now when both paths are cleared early.
Speedrunners can now compete for top times without having to wait a fixed period of time, therefore removing the existing set minimum time on Crusade. Defending Hope: Rogan will now also move if a player's building is in the vicinity.
This will allow the achievement "A City Strongly Compact" to be completed entirely with building cards. Mo: Change blocking at the cliff next to the Command Walker to no longer allow units to walk through the cliff.
Raven's End: 2 Stonekin units; 1 in the center and 1 in the camp in the right side, are no longer assigned to the Bandits.
The Dwarven Riddle: The 2 inner monuments that were added in Patch 400033 will now be observable in the fog of war like the other inner monuments.
The Insane God: Replaced a Twilight Horror with a Twilight Devastator on expert difficulty at Position 1's Tier 3 location and added an additional Slaver to the camp on all difficulties. Replaced all 4 player variant Living Towers with a custom NPC variant. Increased script trigger range around temples to prevent the player from entering the center undetected. Player controlled Urzach's Seeker (transformed Priest) now have the Burrower Acid Spit active ability.
Slight change to The Insane God to continue to allow use of Nightguard on the map. The addition of a new Slaver to the camp ensures that Position 1's T3 remains similar in difficulty to capture as before for non-Nightguard or Parasite Swarm users. Fixed a bug that allowed a player to sneak into the center without triggering the defense conditions, as well as gave the transformed Priest of Urzach an active ability to make it more worthwhile to engage in the Priest mini-game for the player. The NPC version will not use the Acid Spit ability. Titans: Replaced 3 Fathom Lords in the Northern camps of Position 4 with Custom Deep Ones (1650 damage, 1650 life points). Expert difficulty only.
Position 4 is one of the hardest positions on a multiplayer expert map and most players get through it by using Nightguards. This change allows the player to continue using Nightguards, but since Deep Ones are weaker than Fathom Lords, it will increase the difficulty of the map when using this strategy. At the same time, it will minorly decrease the difficulty of Position 4 for non-Nightguard strategies.
Bugfixes
Emberstrike, Tempest, and Fire Worm now properly ignore the 50% damage reduction of dazed units, as their passives suggest. Amii Paladins and Amii Phantom no longer have the "human" class. They now properly only have the "Amii" class. The Tunneling ability of Burrower and Drones no longer grants paralyze immunity during the cast time of the ability. The overkill splash damage bug has been fixed on the following cards: Banzai Lord (p)'s Banzai Birds, Comet Catcher, Death Ray, Fire Dragon, Gemeye, Giant Wyrm, Skycatcher, Rifle Cultist's Dark Grenade, and Worldbreaker Gun. This should constitute a minor buff for each of these cards. Fixed several instances of Revenants' displayed damage being misaligned with the regular unit. Mountain Rowdy's Tainted Ice Block no longer affects flying units on U0-U2. Missing Twilight class was added to the Twilight bug summoned by Twilight Curse. Vulcan now specifies it can only target ground units. Fixed a bug, that caused newly uploaded maps to show an error message as their map name. Fixed a bug that allowed units to clip through terrain with buildings. Fixed a bug that prevented the use of Twilight Transformation when switching to the other side in the Forge. Community maps should no longer claim to be 2-player maps when they are actually 1-player maps. -
SunWu liked a post in a topic by Majora in Community Update #27 - September
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!
• Survey Results
Once more, a big thank you to everyone who provided feedback in our 2022 Survey. 2.227 of you provided feedback regarding various topics, from general opinions regarding the project, to balance and upcoming features. We have collected the answers and provided them in a short presentation.
• Upcoming Patch
Last month we promised more information about our upcoming new content patch. We are almost ready to bring you a new patch that will include a ton of balance changes, map changes, bug fixes and new cards! While we sadly can't give you a concrete date on the patch yet, we are aiming for a release around mid-September. We are also planning to release some additional achievements in a small follow-up patch soon after.
As for the upcoming content patch; we have added new Transformation effects to T2 and T3 Twilight cards, aimed at making Twilight's Transformation ability worth using. We have also made substantial changes to Fire T4 cards, while continuing our work on Nature. At the same time, we are making some much-needed changes for the health and future of the game. This patch will implement changes to Batariel, Decomposer, Frenetic Assault and mindcontrol-effects like Nightguard and Parasite Swarm. These cards have been the topic of many heated discussions over the years, which is why we would like to take some time to explain why we are making these changes.
• Why Nerf Cards?
It has been the conscious choice of the Skylords Reborn Team since we began balancing the game nearly 2 years ago to avoid any PvE specific nerfs. The reasoning was twofold:
(1) Nerfs feel bad and continued nerfs of popular cards can be demoralizing to players, and
(2) There did not exist a sufficient number of strategies such that nerfing top performers would actually lead to more diverse gameplay. The top performing strategies were sometimes the only viable strategies in the game, and removing them would have just lead to an ever decreasing set of viable archetypes.
Instead of nerfing cards, we in the faction design and balancing team have endeavored to create an increasingly large set of viable strategies, both between and within factions. Within factions, Bandits has been our greatest success, with several top tier Bandit deck archetypes being viable across all maps and game modes. Across factions, we have also steadily been succeeding in our original goal. Pure Frost and Pure Fire do not have as much intra-faction deck diversity as something like Bandits, but both do have viable archetypes capable of succeeding at all levels of play. Slowly, but steadily, we have also been working towards this same goal with Pure Nature, Pure Shadow, and their non-pure derivatives such as Shadow's Death Ray archetype. In the next few patch cycles we are hoping to touch the Stonekin, Lost Souls, and Twilight factions as well, simultaneously adding new unique strategies while also fleshing out their existing viable archetypes. All in all, we think we have come a very long way in creating both fun and viable strategies for the majority of factions, and we will labor every patch to continue this work.
Unfortunately, despite the work that has been done, there is still a perception among much of the playerbase that decks like Pure Frost are not strong, despite Pure Frost being viable against all factions even in RPvE 10. This is because, with the exception of the addition of Banzai Lord and Plague, the top decks have remained nearly identical from release until now. This is unsurprising. In T4, Batariel-Enlightenment and Bloodhorn decks are so strong that if we attempted to make all archetypes compete with them, we would thereby trivialize the game through power creep. In T1, we have made substantial changes to ensure that every faction has a viable opening for all maps and game modes, but by and large a majority of players still progress through the campaign using Nightguard in at least a plurality if not a majority of maps. This situation of having a large set of viable playstyles but a few select ones that outshine all others, creates the impression that Skylords Reborn lacks gameplay diversity and leads to players defaulting to the same few decks over and over again. This is not a recipe for long term success. Even after the most recent patch, you can still see messages in global chat to the effect of "I wish there were other strategies than Batariel or Nightguard." There are many more strategies, it is just that some strategies are so strong that everything else seems paltry in comparison.
Given the current state of the game, we as a balancing team have determined that it is finally time to nerf some of the game's top performers and that by doing so we will actually be expanding the set of strategies players view as viable, thereby hopefully leading to increased in-game deck diversity. Yet, our goal is not to remove the existing top strategies from the game. We want them to remain top strategies, but to be closer to the strength of other archetypes which have proven themselves to be viable alternatives. We are truly convinced this is the best course of action for the long term health of Skylords Reborn. The other options are increasing the strength of all cards to the level of these very few cards, thereby trivializing existing content, or accepting a perpetually stagnate meta where the same few strategies continue to dominate forever.
As a final note, we want to assuage any fears that we will be going through and nerfing any and every strong card in the game. We are convinced that there are less than 10 total cards problematic enough to justify large changes. Balancing is more music than algebra. There is a band of viability within which cards sit. It is okay if some cards are better than other ones, as long as those cards are neither too powerful nor too weak. As long as a strategy is not so dominant across multiple game modes that it warps the game around itself and adversely affects the playerbase's perception of what is acceptably strong, we can and will happily turn a blind eye to it and allow it to continue unchanged.
Our upcoming patch notes will dive into what exactly will be changed about these cards. These will be posted alongside the patch release.
• New Card Reveal: Tranquility
The results from our feedback survey shows you really like new cards, so we are excited to reveal our new Amii spell: Tranquility!
This card holds the record for longest development cycle, going all the way back to November 2021. Having changed names, effects, art and visuals multiple times during its long process since then. We are very happy with the end result though, and we hope you look forward to playing it.
Please note: We are still testing the card. While we are generally happy about it, numbers and effects might still change before release.
Let's break down the card:
Tranquility is a tier 2 spell for Nature/Shadow. Upgrading the card increases its effect and reduces its Power Cost. It will be a rare and won't have an affinity. As with the card Transcendence, the effect of this new Amii spell changes depending on if you cast it on an enemy or friendly unit:
Soothing Whispers
Empowers a friendly unit to fight more joyfully. Target friendly unit will deal 20/30/30/30% more damage and regenerate 50 life points every 2 seconds if the unit deals at least 80 damage every 5 seconds. Lasts 20 seconds. Reusable every 25 seconds.
Foreboding Whispers
Weakens an enemy unit and makes it unable to fight. Target hostile unit cannot attack or use special abilities and takes 20/20/30/30% more damage for 10 seconds. Reusable every 25 seconds.
Tranquility offers Skylords a flexible early game Amii spell that can be used in both PvE and PvP.
For its buff/debuff visual, we have created a completely new flower model, another milestone in our development for Skylords Reborn!
• Phone Wallpaper
The artwork for Tranquility was created by Tweeto, and went through many iterations (as tends to happen with our team full of perfectionists). The final artwork goes beyond the size of what we can show on a card, which is why we decided to release the full artwork as a Phone Wallpaper. We hope you like it!
• Skylords Reborn Instagram
Want to see more art, exclusive content and giveaways? Be sure to follow us on our new Instagram! Rumors say you might even catch a glimpse of a new and not yet revealed card in the upcoming days! Follow us now to join our upcoming giveaway for a chance to win some Twilight boosters.
• Tournaments / Events
Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events!
• NEW - Community PvE League Season 1
In this Community-hosted PvE league, you will compete against other players of similar abilities and ranks in a series of challenges, consisting of campaign, community and rPVE maps. There are exciting prizes to be won, so be sure to click here for more information!
• NEW- Crappy Community Contest #8
The contest-idea-contest (CCC#7) has brought some excellent ideas to light, and the yet unannounced winner will be presented tomorrow as a new contest. As always, if enough Skylords participate, there will be a booster code as prize for the whole community!
• FINISHED - Community event #4: Onslaught on the Ground
Can you finish King of the Giants Solo under 13 minutes - without using flying units? The winner of 'Onslaught on the Ground' was able to pull this off, check out his replay here.
• FINISHED - Battle of Tactics #1: Your actions count
How many clicks do you need to finish Encounters with Twilight? See a super-cut of how the participants tried to be as efficient as possible: watch the video.
• Host your own tournament / event
Want to host a tournament or event yourself? Please reach out to our Event Organizer Metagross! 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.
• Team changes
A lot has happened in the team behind Skylords Reborn in the past month.
Sadly nkmol, who worked with Freund and Maze on the web-interface, has left the team due to personal circumstances. We are grateful for his work and wish him all the best.
Luckily, we also have some good news to share!
Ult has recently joined the team as a client and server developer. He has been working on something exciting we can't wait to show you on in a future community update!
Katchau also joined the team as a client developer. He will be helping out in adding new features into the game that were previously blocked due to a lack of UI developers.
Lebovim (one of our Skylords of Honor) has done a ton for the project already, but always worked alongside the team, not in it. He has now formally joined the team, and will be helping out with implementing map and card changes, among other things.
Maxxxel is also new to the team and working on creating tools and workflows capable of editing and adding new 3D models. We hope we will be able to add new models to the game at some point, but no promises yet.
Lastly, Dallarian will move from a Global Moderator role into the Map Department. Our survey showed loud and clear that you want more campaign maps, so he is currently exploring the map editor to make that happen.
Welcome, and we are grateful for all of you who spend their free time helping out with Skylords Reborn!
• Contribute to the Project
As always, we hope you will also consider helping out the project. Please take a look at all our open positions on how you can do so.
We have also opened the position of Global Moderator, and are currently in need of more Russian Translators.
• In Conclusion
And that's it for this Community Update, thanks for reading!
As is tradition, this community update comes with a scratch code.
The code will reward you with a Amii-booster: REAL-SOON-THIS-TIME
The code is valid until October 1st, when we will bring you another Community Update.
As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments!
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update #26
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SunWu liked a post in a topic by Hrdina_Imperia in Interesting tidbits and statistics
As I am being bored in work, I decided to lurk around the BF/SLR card wiki for a bit. Gathering up some insight, interesting statistics, and more of such, I decided to create a thread for such information. Enjoy reading these, or feel free to add your own. I will update the list with all the new additions.
There is no Ultra-Rare Tier 1 card Fire has the most Ultra-Rare cards - 16 (different affinities count as different cards). Least amount (excluding Amii) has the Stonekin and Bandit factions - only 2 each Until recently, there were no T1 promo cards. The first one is SLR exclusive promo Mana Wing* *I forgot that promo Snapjaws existed. RIP thread* Out of all the factions/elements, Nature and Shadow have the most promo cards, standing currently and 3 pieces each. (If we count Neutral cards as a group of it's own, it it has the most promos - 5). Other way around, Twilight, Bandits, Lost Souls and Amii factions have no promo cards When the original BattleForge closed, there was only single Amii faction card - Amii Phantom Most used enemy faction in PvE is Twilight (14 campaigns and can appear in rPVE), least used is Frost (never used as enemy in campaign, cannot appear in rPVE) and Amii. Frost has the most playable cards - 92. Least amount has the Amii faction, currently sitting at 3 (+1 new announced recently) There is only single T4 unit, that has the S-size: Rifle Cultists. Interestingly enough, there is currently no S-size T3 unit (but there are announced Twilight Slayers, which will fill this hole) By Metagross: The twilight edition, each faction had exactly one Ultrarare spell, one UR building and 3 UR units, with the Units being split as one on T2, 3 and 4 respectively. Out of those, only Mountaineer and Primeval Watcher were the only splashable, i.e. non pure, units. The buildings except Mindweaver were all T3 and required 2 faction orbs and 1 neutral orb, same for all spells except Backlash. That's it for today, folks.
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SunWu liked a post in a topic by Hrdina_Imperia in Most and least used enemy factions in PVE
For some while I pondered, which enemy factions are most common in BF campaigns, or more specifically, in general PVE. So, I decided the create that list.
Consider this as a bit of pointless info, OR as a possible motivation for future mapmakers as to whether to use some other factions than Twilight or Bandits in their creations *wink wink*.
Enemy factions ranked from most common to least (never) used:
Twilight – 14 campaigns – CAN appear in rPVE
(Encounters with Twilight; Siege of Hope; Defending Hope; The Soultree; Crusade; Sunbridge; The Treasure Fleet; Guns of Lyr; Nightmare Shard; Nightmare’s End; Ocean*; Slave Master; Insane God; Behind Enemy Lines) (not counting Introduction)
Bandits – 10 campaigns – CAN appear in rPVE
(Bad Harvest; The Dwarven Riddle; Passage of Darkness; Mo; Ocean; Slave Master; Convoy; Blight; Raven’s End; Oracle)
Stonekin – 7 campaigns – CAN appear in rPVE
(Bad Harvest; The Dwarven Riddle; King of the Giants; Convoy; Raven’s End; Ascension*; Empire*)
Fire – 3 campaigns – CAN appear in rPVE
(The Dwarven Riddle; Titans; Ascension*)
Lost Souls – 2 campaign – CAN appear in rPVE
(Empire, Passage of Darkness*)
Nature – 3 campaigns – CANNOT appear in rPVE
(Titans; Ascension; The Soultree*)
Shadow – 2 campaigns – CANOT appear in rPVE
(The Dwarven Riddle; Ascension*)
Frost – 0 campaigns - CANNOT appear in rPVE
Amii – 0 campaigns - CANNOT appear in rPVE (obviously, lack of units)
*minor appearances
There is high chance I missed some map and/or faction. Feel free to point out any mistakes.
Edit:
Some obvious insights:
Frost is not once used as an enemy, probably thanks to it's identity as an 'ally' faction within the campaigns. Amii is unusued as well, logically due to being the newest faction created shortly before the original BF shut down, so due to lack of units/cards. Most ignored actual faction seems to be Shadow, which is surprising, as it could provide lot of interesting enemies to fight.
Lost Souls also got pretty shafted, though I personally feel it is for the best (I am staunch believer that the LS NPC units quite the unbalanced mess).
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SunWu liked a post in a topic by Majora in Community Update #26 - August 2022
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!
• Recent (and upcoming) Patch
On the 16h of July we released a small Quality of Life patch, containing some bugfixes, and updating the Free PvP decks to adjust to the new meta. You can check out the patch-notes here.
We are also working on a new content patch, which will bring more balance changes and two new cards into the game. We will share more information on this patch in the next community update, but we will reveal one of the new cards today!
• Survey
First things first: a massive thank you to everyone who filled in our Feedback Survey for 2022! You completely shattered our expectations with over 2000 responses!
Especially since this project is run completely on a voluntary basis with no profits (which 12% of you were not aware of by the way!) we couldn't be more proud of your praise for the state the game is currently in:
We will need some time to go over all the comments, but the data and individual responses are very helpful to us, and your kind words are a motivation to continue trying to make this project the best it can be!
We will share more insight in community feedback on a later date. Thank you for being part of this great community!
• Introducing: Hybrid Orbs
Before we reveal our new card, we have to talk about a new orb requirement coming to Skylords Reborn: Hybrid orbs.
A Hybrid orb allows you to meet its requirements with one of its two colors. For example, a card can be played with or .
Hybrid orbs are a nice in-between of heavy and loose orb restrictions. Restricting a Twilight card to require double Fire or double Nature, would cause it to be unplayable for half of the Twilight decks. Opening up the card by having the 3rd orb be a neutral orb, would however cause unintended synergies with other factions. For example; access to Nature's heal for a Bandit card, or Shadow's Motivate for a Twilight card. By going for a Hybrid orb, we reward playing a faction deck in tier 3, without locking the other color combination of that faction out.
We will use this new flexibility to make adjustments to some older cards. We are planning to make use of Hybrid orbs for Treefiend, Twilight Hag, Deepfang and our upcoming new Nightshade Plant design. While we could also make use of this for tier 2 and tier 4 cards in the future, we currently only have plans for using it on tier 3 cards. We won't use Hybrid orbs for Tier 1 cards either, one of the reasons being the first card played decides what orb you get, running into all kind of weird issues with hybrid T1 cards and orbs.
Hybrid orbs have been the topic of many conversations in the past, and we are very happy to finally introduce them into the game!
• New Card: Twilight Slayers
Our first new card to make use of Hybrid orbs is a card that has been requested quite a bit over the years: a new tier 3 archer unit: the Twilight Slayers! The card will be a common and come in two affinities, impacting the damage output towards certain factions. Let's break down the card.
Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, numbers and effects might still change before release.
Bow Attack
Every 2 seconds, unit fires arrows at enemies that deal 19 / 20 / 22 / 25 damage. Deals 50% reduced damage if a hostile unit is within an 8m radius, unless Twilight Slayers are mounted on a wall segment. Has a range of 30m.
Infused Fury
Deals 50% more damage against elemental units
Tainted Fury
Deals 50% more damage against Human and Ogre units.
Like all Twilight units, Twilight Slayers will come with the faction's ability "Transformation". While transforming Twilight Slayers does not trigger any additional effects, we are working on a shift towards more impactful transformation effects for other Twilight units, making transforming your units more worthwhile.
In our Force of Nature patch, we already changed the power cost reduction for Transform effects, and we will also make adjustments to the transformation speed in our next patch. On our balance discord, you can find out more about our future Twilight plans, such as our intention to change the card Nightshade Plant to be an exciting tier 3 Twilight pay-off card.
We hope you are looking forward to this new card and the changes coming to the Twilight faction.
• Artwork Spotlight
The artwork for Twilight Slayers has been created by SpiritedAlpha. As always, there were multiple iterations and feedback sessions to reach the final artwork. Here are some earlier versions, where you can notice a slightly different color scheme and background, alongside other ideas that were improved upon, adjusted, or removed to better fit the piece (sorry Twilight Negator!). A big thanks to SpiritAlpha and everyone who gave feedback during the process.
Twilight Slayers are a recreation of the original NPC enemy, but we found the artwork (especially for a playable card) below the standard we have set for our Skylords Reborn additions. Looking at the artwork side by side shows the drastic difference in quality between them.
2009 / 2022
• Adjustments to Reforging
It has now been 8 months since the advent of the Reforging system. Back in January, we gave the community an update on the health of the economy, and we would like to do the same again today.
Some important information on the data: When it says "Fire Pool" it includes every card in the game which includes a Fire Orb. The data was collected and presented in this manner because this is how Reforging works when it tells you that the output card has an X% chance of containing a Fire Orb. Additionally, all price information presented is an average of actual sales in the auction house over a given period. While some extreme outliers were removed from the data set, such as 5 bfp Harvesters and 400 bfp Northguards, in 99% of instances the data was accepted as-is without tampering from our side.
Data Set: (Click to pop-out and expand)
Updated Analysis of Data Set:
At first glance, you can quickly see that after the update the following changes occurred (Neutral Cards are excluded from the analysis as they are the control set):
The average, median, minimum, and maximum prices of Common cards increased across the board. With two exceptions, the average, minimum, and median prices of Uncommon cards increased across the board, while the maximum decreased. The decrease in average Frost prices can be attributed to 3 outlier cards in the Frost Pool, (Coldsnap, Frost Mage, and Lost Spirit Ship) which pre-reforging were very expensive for Uncommon cards. The increase in maximum Uncommon prices in the Fire Pool is caused by Wasteland Terror, which as a new card is still quite expensive for its rarity. Wasteland Terror is in general causing an inflation of the maximum Uncommon card costs in the Fire, Shadow, and All Card Pools. The same thing happened to Rare cards as happened to Uncommon cards. Average, median, and max price of Ultra-rare cards decreased across the board while minimum price increased. The one exception is the Nature Pool, where the median price of Ultra-rare cards actually decreased. If you look closely, you can see that the median prices for cards in the Fire Pool and among All Cards are almost identical before and after Reforging. The average prices of All Cards is also only slightly negative and has been steadily trending upwards in recent months. General booster worth increased from 378 bfp to 420 bfp. This means Reforging has made it more worthwhile to open boosters after the update than it was before. Promos have been excluded from the data set, making this even more true. On average, the daily discounted booster will profit a player 70 bfp post-update versus 28 bfp pre-update. The data is at this point fairly stable. Reforging established a minimum base worth for all cards dependent on rarity that did not exist prior. This seems to have stabilized around: Common: 5-6 bfp Uncommon: 22-23 bfp Rare: 100-102 bfp Ultra-rare: 200-220 bfp
Fun Facts about Reforging:
- To date, 2.35 million cards have been Reforged. 64.4% of the cards were Common, 27.2% were Uncommon, 8.1% were Rare, and 1.3% were Ultra-rare.
- Only 0.87% of all Reforges produce Forge Shards (FYI, it usually is not worth it to produce Forge Shards)
Changes to Reforging:
The introduction of Reforging has accomplished many of our goals for the economy. At the same time, we have noticed the total amount of Reforges has steadily decreased as time has progressed, which is expected, but it has also come coupled with a slow increase in the prices of Ultra-rare cards. While prices for the most expensive Ultra-rare cards are down substantially, the average and median prices of Ultra-rare cards are steadily moving towards parity with the old prices. This is an issue, because the average price of all cards has risen due to Reforging, making it harder for new players to collect and charge cards. The introduction of many new beginner achievements last patch has helped to slightly alleviate this issue, but it still exists, even in reduced form. As such, we have made the following changes to incentivize Reforging and to make it easier for all players, not only those with large gold and card stockpiles, to interact with the system. We intend for these to be the last changes we make to Reforging.
Gold Cost to Reforge into the Following Rarities:
Common = 125 gold --> 50 gold
Uncommon = 300 gold --> 150 gold
Rare = 750 gold --> 400 gold
Ultra-rare = 1500 gold --> 800 gold
Reforging Rates:
We have made it easier to produce an Ultra-rare card when Reforging. For example, 4 identical Rare cards will now guarantee an Ultra-rare card.
The changes to Reforging have been implemented today, and are now live on the server.
• Tournaments / Events
Now that the Community Updates moved to a monthly schedule, events might come and go in between Community Updates. Be sure to keep a close eye on the ingame event-tab and the forum calendar to not miss any events!
There are currently two gameplay events planned by Dutchy and Ultralord, which can be found on the calendar already. More info about them soon!
• NEW - CCC #7 - Contest-ception
A new CCC is now live: a contest to come up with... a contest! Share your wildest ideas and get rewarded for it! We hope to see many cool ideas that we might use in future contest, so be sure to brainstorm cool stuff and join the contest! More information.
• FINISHED - CCC #6 - Back to the Roots
Kapo hosted another successful Crappy Community Contest, this time on a very special map. This custom map is a copy of the Introduction map with a few new jumps and turns, where you play with a Shadow/Nature deck instead. As with all CCC, the more players attended, the better the prizes became, resulting in a free booster for the whole community! View the event and the code.
• FINISHED - Skylords Bounty Spring Forge
It has been a while since we have closed this bounty and players have been wondering what happened to the Spring Forge. While we had a clear winner (congratulations Wanky!), the entry was not fully ready for release yet, and working on it took more time from the team than we had anticipated for a community bounty. Since spring is long gone, we will move this Forge over to next year.
• Host your own tournament / event
Want to host a tournament or event? Please reach out to our Event Organizers Hiko and/or Metagross to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you.
• Contribute to the Project
In our last Community Update, we went over various features that could be added to the game if we get the right people to work on them, please take a look if you haven't done so already.
We have also added a new contributor (non-staff) role: Internal Tester.
As an Internal Tester, you will be testing and exploring in-game mechanics with additional information that is normally hidden from players. Your contribution will allow us to fix bugs and create new designs.
As always, we hope you will consider helping out the project. Please take a look at all our open positions on how you can do so.
• In Conclusion
And that's it for this Community Update, thanks for reading!
As is tradition, this community update comes with a scratch code.
The code will reward you with a Twilight-booster: MORE-PLAY-WITH-ORBS
The code is valid until September 1st, when we will bring you another Community Update.
As always, we are open to feedback, so please let us know if you have any questions, suggestions, or comments!
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update #25
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Volin liked a post in a topic by SunWu in Why does Wheel of Gifts suck...
I think it was always cheaper than infect, used to be around 1000BFP for some time and now 600BFP, probably due to reforging.
Another situation where wheels are really wasted: If there's lots of stonekin units; the devensive wheel buff only adds another 5% onto the 15% adamantium skin. For grinders the regeneration buff is redundant, too.
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SunWu liked a post in a topic by Metagross31 in Why does Wheel of Gifts suck...
Wait, isn't Wheel an external buff and Adamant Skin an internal one, meaning they should stack?
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PrincessKenny liked a post in a topic by SunWu in Why does Wheel of Gifts suck...
I think it was always cheaper than infect, used to be around 1000BFP for some time and now 600BFP, probably due to reforging.
Another situation where wheels are really wasted: If there's lots of stonekin units; the devensive wheel buff only adds another 5% onto the 15% adamantium skin. For grinders the regeneration buff is redundant, too.
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SunWu liked a post in a topic by Cocofang in Why does Wheel of Gifts suck...
The bug was fixed during the original run of the game.
You could only stack wheel buffs by activating them at the same time, doing as many as you could/wanted. After that, no other instance of the buff could be added because the icon got grayed out. It specifically had a condition implemented that prevented further activations.
If stacking was intended, it would've been easy to instead make it so you can add another instance of the buff at any time and have them stack up.
They originally probably thought that the condition that prevents additional activations is enough to prevent stacking. What they didn't account for was that during the activation-animation the buff wasn't technically active yet, so you could activate more until the condition kicked in and restricted it. At which point they had to go back and, in addition to the preexisting condition, made it so the buffs don't stack.
Also, there are some old patchnotes left that read:
So considering that this change was called a "bug fix" and the mechanics behind it, it was definitely not on purpose.
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Metagross31 liked a post in a topic by SunWu in List with all viable decks
You could play something like:
T1
Windweavers / shaman / ensnaring roots / surge of light
T2
Stormsinger / cannon tower / breeding grounds / cystal fiend / curse of oink / maulers
T3
shrine of memory / equilibrium / revenge / thunderstorm / enlightenment
T4
Lost spirit ship / grimvine / regrowth / maelstrom
Just some basic cards wich do a good job most fo the time. You can also play offering and rifle cultists to get more charges for T4 units without a cooldown. For expert you will often need to make changes (more defensive towers or a stronger focus on different tiers). If you didn't know: you can test all cards by clicking on them in the auction house. Have fun!
Edit: forgot maulers!
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Majora liked a post in a topic by SunWu in June 2022 Patch - Feedback Thread
I love you all for everything you did to ranked pvp!